(Don't) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task

要旨

Social interactions are an essential part of many digital games, and provide benefits to players; however, problematic social interactions also lead to harm. To inform our understanding of the origins of harmful social behaviours in gaming contexts, we examine how trait psychopathy influences player perceptions and behaviours within a gaming task. After measuring participants’ (n=385) trait-level boldness, meanness, and disinhibition, we expose them to neutral and angry social interactions with a non-player character (NPC) in a gaming task and assess their perceptions, verbal responses, and movement behaviours. Our findings demonstrate that the traits significantly influence interpretation of NPC emotion, verbal responses to the NPC, and movement behaviours around the NPC. These insights can inform the design of social games and communities and can help designers and researchers better understand how social functioning translates into gaming contexts

著者
Martin Johannes. Dechant
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Robin Welsch
LMU Munich, Munich, Bavaria, Germany
Julian Frommel
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Regan L. Mandryk
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3502014

動画

会議: CHI 2022

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2022.acm.org/)

セッション: Emotions & Morality in Games

283–285
4 件の発表
2022-05-02 23:15:00
2022-05-03 00:30:00