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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The impact of spontaneous independent NPC dialogue in RPG games : How do independent uninitiated conversations between various NPC agents in the player’s vicinity affect the player interest in the game narrative?

Norén, Robin January 2020 (has links)
This paper explores the impact that spontaneous independent NPC dialogues have upon the player experience within a RPG. The study makes use of adjacent established research where dialogue is concerned as a launching point as spontaneous NPC dialogue has not been directly researched. The tests consisted of a playthrough of a two-part prototype. The first part had spontaneous independent NPC dialogue and the second part was used as a control part. While playing through the artefact participants voiced their thoughts and feelings concerning the prototype. With that and an interview, we measured the amount that the dialogue form used added or detracted from the participant’s experience. The dialogue was overall met in a positive manner from participants. However, a small study as this cannot conclusively state that spontaneous independent NPC dialogues are a boon to the RPG experience.
2

Icke-verbala beteenden och uttryck hos icke-spelarkaraktärer inom datorspel : En studie kring icke-verbala uttrycks påverkan på icke-spelarkaraktärers trovärdighet / Non-verbal communication within non-playable characters in computer games : An inventory of non-verbal behaviors within the player and non-player character interaction

Lefvedahl, Felicia January 2020 (has links)
Under de senaste decennierna har datorspel etablerats som ett legitimt forskningsområde. Inom denna forskning har den artificiella intelligensen (AI) varit av stort intresse framförallt i relation till de karaktärer inom spel som kallas för non-playable characters (NPC). Fokus har legat på att göra dessa karaktärer mer trovärdiga och på så sätt göra spel mer engagerande och potentiellt främja immersion. I och med detta bör alla aspekter av NPC:er utforskas för att säkerställa att alla bidragande faktorer har identifierats och kan därefter användas för att ytterligare utveckla dessa. Då social interaktion inom datorspel har tidigare kopplats till en spelares immersion är det viktigt att förstå alla komponenter som uppgör denna. Den mänskliga kommunikationen är grundad i både verbala och icke-verbala uttryck vilket tillsammans skapar den sociala interaktionen. Därför undersöker denna studie de aspekter av en karaktärs beteende som kan kategoriseras som icke-verbala uttryck. Detta utförs med hjälp av en kvalitativ observationsmetod för att identifiera vilka variationer som existerar, hur de uppfattas, samt om de påverkar karaktärers trovärdighet och därefter spelarens känsla av immersion. / In recent decades, computer games have been established as a legitimate area of research. In this research, artificial intelligence (AI) has been of great interest especially in relation to the characters in games called non-playable characters (NPCs). The focus has been on making these characters more believable and thus making games more engaging and potentially more immersive. In doing so, all aspects of NPCs should be explored to ensure that all contributing factors have been identified and can then be used to further develop them. As social interaction in computer games have previously been linked to a player's immersion, it is important to understand all the contributing components. Human communication is based on both verbal and non-verbal behaviors, which together create social interaction. Therefore, this study examines the aspects of NPC behavior that can be categorized as non-verbal expressions. This is achieved using a qualitative observation method to identify what variations exist, how they are perceived, and whether they affect the believability of characters and the player's immersion.

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