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Modeling Player-Character Engagement in Single-Player Character-Driven Games

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Advances in Computer Entertainment (ACE 2013)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8253))

Abstract

This pilot study looks at how the formal features of character-driven games can be used to explain player-character engagement. Questionnaire data (N=206), formal game features (in 11 games), and ordinal regression were used in the analysis. The results show that interactive dialogue and cut-scenes showing the romances between the player-character and another character relates to higher character engagement scores, while romance modeling and friendship modeling relate to lower character engagement scores.

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References

  1. Lankoski, P.: Player character engagement in computer games. Games and Culture 6, 291–311 (2011)

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  2. R Development Core Team: R: A Language and Environment for Statistical Computing. R Foundation for Statistical Computing, Vienna, Austria (2012) ISBN 3-900051-07-0

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  3. Christensen, R.H.B.: Ordinal—regression models for ordinal data (2122) R package version 2012.01-19, http://www.cran.r-project.org/package=ordinal/

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© 2013 Springer International Publishing Switzerland

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Lankoski, P. (2013). Modeling Player-Character Engagement in Single-Player Character-Driven Games. In: Reidsma, D., Katayose, H., Nijholt, A. (eds) Advances in Computer Entertainment. ACE 2013. Lecture Notes in Computer Science, vol 8253. Springer, Cham. https://doi.org/10.1007/978-3-319-03161-3_56

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  • DOI: https://doi.org/10.1007/978-3-319-03161-3_56

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-03160-6

  • Online ISBN: 978-3-319-03161-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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