Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay
暂无分享,去创建一个
[1] Marc Esteva,et al. Teaching Autonomous Agents to Move in a Believable Manner within Virtual Institutions , 2008, IFIP AI.
[2] Peta Wyeth,et al. Flow during Individual and Co-operative Gameplay , 2015, CHI PLAY.
[3] Gustavo Fortes Tondello,et al. Understanding Player Attitudes Towards Digital Game Objects , 2015, CHI PLAY.
[4] Janne Paavilainen,et al. The many faces of sociability and social play in games , 2009, MindTrek '09.
[5] D. Rennie. Grounded Theory Methodology , 1998 .
[6] Daniel Livingstone,et al. Turing's test and believable AI in games , 2006, Comput. Entertain..
[7] Bill Kapralos,et al. EEG-based assessment of video and in-game learning , 2013, CHI Extended Abstracts.
[8] K. R. Priya. Grounded Theory Methodology , 2013 .
[9] Klaus Opwis,et al. Negative Emotion, Positive Experience?: Emotionally Moving Moments in Digital Games , 2016, CHI.
[10] Lennart E. Nacke,et al. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2 , 2015, CHI PLAY.
[11] Rina R. Wehbe. Evaluating social and cognitive effects of video games using electroencephalography. , 2014 .
[12] E. E. Slosson,et al. SCIENCE IN FICTION. , 1922, Science.
[13] Luis E. Bruni,et al. The role of secondary emotions in action selection and its effects on the believability of a character , 2008 .
[14] Stefan J. Johansson,et al. A study on human like characteristics in real time strategy games , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[15] Staffan Björk,et al. Should I stay or should I go Boundary maintaining mechanisms in Left 4 Dead 2 , 2012 .
[16] Yvonne de Kort,et al. People, places, and play: player experience in a socio-spatial context , 2008, CIE.
[17] Katherine Isbister. Better game characters by design : a psychological approach , 2006 .
[18] David M. Bourg,et al. AI for Game Developers , 2004 .
[19] Magnus Johansson,et al. Analyzing the believability of game character behavior using the Game Agent Matrix , 2013, DiGRA Conference.
[20] Bartholomäus Wissmath,et al. Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..
[21] Lennart E. Nacke,et al. Engaged by boos and cheers: the effect of co-located game audiences on social player experience , 2014, CHI PLAY.
[22] Regan L. Mandryk,et al. Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..
[23] Marc J. V. Ponsen,et al. Improving Adaptive Game Ai with Evolutionary Learning , 2004 .
[24] Mat Buckland,et al. Programming Game AI by Example , 2004 .
[25] Maxim Mozgovoy,et al. Building a believable and effective agent for a 3D boxing simulation game , 2010, 2010 3rd International Conference on Computer Science and Information Technology.
[26] Georgios N. Yannakakis. Game AI revisited , 2012, CF '12.
[27] Maxim Mozgovoy,et al. Behavior Capture : Building Believable and Effective AI Agents for Video Games , 2011 .
[28] I. Sprinkhuizen-Kuyper,et al. DIFFICULTY SCALING OF GAME AI , 2004 .
[29] Martin R. Gibbs,et al. Towards understanding how to design for social play in exertion games , 2009, Personal and Ubiquitous Computing.
[30] Carl Gutwin,et al. How players value their characters in world of warcraft , 2014, CSCW.
[31] Robert Rosenthal,et al. The Pygmalion Effect Lives. , 1973 .
[32] Araceli Sanchis,et al. Towards conscious-like behavior in computer game characters , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[33] Carl Gutwin,et al. How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game , 2016, CHI.
[34] Amy Voida,et al. Wii all play: the console game as a computational meeting place , 2009, CHI.
[35] Clifford Nass,et al. Helper agent: designing an assistant for human-human interaction in a virtual meeting space , 2000, CHI.
[36] Nicola Beume,et al. Towards Intelligent Team Composition and Maneuvering in Real-Time Strategy Games , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[37] Steffen Priesterjahn. Imitation-based evolution of artificial game players , 2007, SEVO.
[38] Lennart E. Nacke,et al. Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2 , 2016, Graphics Interface.
[39] RavajaNiklas,et al. Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006 .
[40] Björn Strååt,et al. Anti-heuristics for maintaining immersion through believable non-player characters , 2013, FDG.
[41] Simeon J. Simoff,et al. Enhancing the Believability of Embodied Conversational Agents through Environment-, Self- and Interaction-Awareness , 2011, ACSC.
[42] Eric O. Postma,et al. On-line Adaptation of Game Opponent AI with Dynamic Scripting , 2004, Int. J. Intell. Games Simul..
[43] Gustavo Fortes Tondello,et al. "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects , 2016, CHI PLAY.
[44] N. Yee,et al. From Tree House to Barracks , 2006, Games Cult..
[45] Wentong Cai,et al. Agent‐based human behavior modeling for crowd simulation , 2008, Comput. Animat. Virtual Worlds.
[46] S. Chess,et al. A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity , 2015 .
[47] Peta Wyeth,et al. Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play , 2015, CHI.
[48] Robert J. Moore,et al. The life and death of online gaming communities: a look at guilds in world of warcraft , 2007, CHI.
[49] Jordan B. Peterson,et al. Bookworms versus nerds: Exposure to fiction versus non-fiction, divergent associations with social ability, and the simulation of fictional social worlds , 2006 .
[50] Magalie Ochs,et al. Simulation of the Dynamics of Nonplayer Characters' Emotions and Social Relations in Games , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[51] Nicholas David Bowman,et al. Emotion, anthropomorphism, realism, control: Validation of a merged metric for player-avatar interaction (PAX) , 2016, Comput. Hum. Behav..
[52] A. Strauss,et al. Grounded theory , 2017 .
[53] David R. Ewoldsen,et al. Die, Foul Creature! How the Supernatural Genre Affects Attitudes Toward Outgroups Through Strength of Human Identity , 2018, Commun. Res..
[54] Keith Oatley,et al. The Function of Fiction is the Abstraction and Simulation of Social Experience , 2008, Perspectives on psychological science : a journal of the Association for Psychological Science.
[55] Jeremy N. Bailenson,et al. Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence , 2015, Hum. Comput. Interact..
[56] Lennart E. Nacke,et al. Towards Understanding the Importance of Co-Located Gameplay , 2015, CHI PLAY.
[57] Byron Reeves,et al. Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player , 2010, Int. J. Hum. Comput. Stud..
[58] Marko Turpeinen,et al. Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.
[59] Edward Lank,et al. Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system , 2008, CHI.
[60] A. M. Turing,et al. Computing Machinery and Intelligence , 1950, The Philosophy of Artificial Intelligence.
[61] Kevin McGee,et al. Protecting artificial team-mates: more seems like less , 2012, CHI.
[62] Henrik Warpefelt,et al. The Non-Player Character: Exploring the believability of NPC presentation and behavior , 2016 .
[63] Clifford Nass,et al. Computers are social actors , 1994, CHI '94.
[64] A. Strauss,et al. Grounded Theory in Practice , 1997 .
[65] A W De KortYvonne,et al. People, places, and play , 2008 .
[66] Staffan Björk,et al. Gameplay Design Patterns for Believable Non-Player Characters , 2007, DiGRA Conference.