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

Martin Johannes Dechant, Robin Welsch, J. Frommel, Regan L. Mandryk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

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.
Original languageEnglish
Title of host publicationCHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems
EditorsSimone Barbosa, Cliff Lampe, Caroline Appert, David A. Shamma, Steven Drucker, Julie Williamson, Koji Yatani
PublisherAssociation for Computing Machinery (ACM)
Chapter468
Pages1–17
ISBN (Print)978-1-4503-9157-3
DOIs
Publication statusPublished - 29 Apr 2022

Keywords

  • gaming
  • boldness
  • meanness
  • disinhibition
  • interpersonal distance
  • personality traits
  • psychopathy
  • social interaction
  • behaviour

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