Abstract
Game designers and developers benefit from gathering data from players; however, interrupting play with questionnaires can harm experience. Previous work has suggested that embedding questionnaires into games, such as through dialogue choices when interacting with non-player characters (NPCs) can help, but there is no evidence that dialogue choices can model the real-world beliefs of players. In this study we demonstrate two methods of successfully predicting responses to validated scales of sexist beliefs from NPC dialogues that do not differ in their resulting narrative engagement. Our findings open opportunities for better tailoring games and game experiences by modeling players through their in-game interactions.
| Original language | English |
|---|---|
| Title of host publication | 2021 IEEE Conference on Games, CoG 2021 |
| Publisher | IEEE |
| ISBN (Electronic) | 9781665438865 |
| DOIs | |
| Publication status | Published - 2021 |
| Event | 2021 IEEE Conference on Games, CoG 2021 - Copenhagen, Denmark Duration: 17 Aug 2021 → 20 Aug 2021 |
Publication series
| Name | IEEE Conference on Computatonal Intelligence and Games, CIG |
|---|---|
| Volume | 2021-August |
| ISSN (Print) | 2325-4270 |
| ISSN (Electronic) | 2325-4289 |
Conference
| Conference | 2021 IEEE Conference on Games, CoG 2021 |
|---|---|
| Country/Territory | Denmark |
| City | Copenhagen |
| Period | 17/08/21 → 20/08/21 |
Bibliographical note
Funding Information:This work was funded by NSERC and the NSERC SWaGUR CREATE.
Publisher Copyright:
© 2021 IEEE.
Funding
This work was funded by NSERC and the NSERC SWaGUR CREATE.
Keywords
- beliefs
- dialogues
- games user research
- GUR
- modeling
- questionnaires
- surveys
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