恐怖谷理论
感知
不可思议的
心理学
模式(遗传算法)
幻想
性格(数学)
主题(文档)
敌意
美学
艺术
社会心理学
文学类
计算机科学
精神分析
万维网
数学
神经科学
机器学习
几何学
出处
期刊:Journal of Gaming & Virtual Worlds
[Intellect]
日期:2018-03-01
卷期号:10 (1): 41-58
被引量:2
标识
DOI:10.1386/jgvw.10.1.41_1
摘要
Abstract Non-player characters (NPCs) in most role-playing games (RPGs) are often creepy and eerie since they look like player characters but act like machines. However, the perception of uncanniness is often used deliberately in video game genres to create fantasy depictions. Despite providing empirical data to better understand human reactions, studies or actual measurements regarding what makes NPCs uncanny have been rare. In this article, the concept of NPC uncanniness was first reviewed using several theoretical frameworks. Then levels of uncanny perception were measured through human subject interactions. For measurement purposes, four NPCs were selected randomly from a commercial RPG focusing on two categories: character gender and hostility. Participants reported the sensation of uncanniness was evoked quickly and strongly at the beginning but significantly decreased over time and that female NPCs were creepier than male NPCs.
科研通智能强力驱动
Strongly Powered by AbleSci AI