Abstract
Today's digital entertainment industry uses different approaches to establish believable agents with personality and to analyze the goal-directed behavior of game players. Academic research in this area usually focuses on one facet of personality - for example, only on emotions or character traits. The techniques applied to create non-player characters can hardly be used to analyze player interactions or choices in a computer game. The present study proposes a motivational framework to predict goal-directed behavior of both player and non-player characters in a computer game and explores the opportunities of using a Player and Agent Personality Database (PAPD) based on the same motivational framework to design virtual agents with personality. This article claims that motivation to reach a goal is influenced by both situational and personal factors that are represented with an equation that determines the likelihood of the occurrence of a behavior. The framework represented by this study takes into account psychological needs, interactions between these needs, general behavioral patterns, lower-order and higher-order personality traits for analyzing gaming experiences and player/non-player choices in a computer game.
Original language | English |
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Pages (from-to) | 139-146 |
Number of pages | 8 |
Journal | Entertainment Computing |
Volume | 1 |
Issue number | 3-4 |
DOIs | |
Publication status | Published - Dec 2010 |
Externally published | Yes |
Keywords
- Behavioral architecture
- Motivations
- Personality
- Player modeling
- Virtual agents