Physical Pain and Social Rejection

Researchers demonstrate that our brain responds to social rejection in a similar way with physical pain. This research add more evidence for embodiment hypothesis. The authors write: “They [the results] are also consistent with research on “embodiment,” which suggests that somatosensory processing is integral to the experience of emotion.” Krossa, Bermana, Mischelb, Smithb &  WagerdContinue reading “Physical Pain and Social Rejection”

AI Design for Believable Characters via Gameplay Design Patterns

Lankoski, Johansson, Karlsson, Björk & Dell’Acqua, AI Design for Believable Characters via Gameplay Design Patterns just game out. Here is the abstract: We address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to develop that character so that it fulfills as many aspectsContinue reading “AI Design for Believable Characters via Gameplay Design Patterns”

Research on Game Characters, part 2

I continue my literature search on game character. Some things I have missed, popped up: Hefner, D., Klimmt, C. and Vorderer, P., 2007. Identification with the Player Character as Determinant of Video Game Enjoyment. Entertainment Computing. Springer. DOI=10.1007/978-3-540-74873-1_6. Christoph, K., Dorothée, H. and Peter, V., 2009. The Video Game Experience as “True” Identification: A TheoryContinue reading “Research on Game Characters, part 2”

Character-Driven Game Design & Lies and Seductions

Lies and Seductions The game can be downloaded for free at http://www.liesandseductions.com or get with the Character-Driven Game Design. OSX and Windows versions available. Works also in Linux via Wine. Lies and Seductions is a single player game about seduction, lies, and betrayal. Are you able to guide Abby to seduce a rock star, Chris,Continue reading “Character-Driven Game Design & Lies and Seductions”

Fear and Disgust

I have proposed, following Power and Dalgleish (1997), that emotional reactions to monsters in horror games are disgust-based, not purely fear-based in Goals, Affects, and Empathy in Computer Games (Lankoski, 2007) and in Hear-Raising Entertainment (Ekman, Lankoski, 2009). Power and Dalgleish (1997) argue that emotional reactions to snakes and spiders relate to disgust, not toContinue reading “Fear and Disgust”

A Study Links Personality Traits and Violent Video Game Effects

A study by Markey and Markey (2010) indicates that persons with high neuroticism, low agreeableness, and low conscientiousness personality traits are more likely be influences violent video games. Interestingly, in conclusions, they write: Although the incidences of violence, particularly school violence, linked to video games are alarming, what should perhaps surprise us more is thatContinue reading “A Study Links Personality Traits and Violent Video Game Effects”

Character Related Gameplay Design Patterns

Staffan Björk is building version 2.0 for game design patterns (http://www.ninja.sics.se/gdp2/). Staffan is also updating and adding patterns from my Character-Driven Game Design. I am looking forward to seeing how the patterns will change after Staffan’s update. Petri Lankoski likes Character-Driven Game Design Create your Like Badge

Lectio Praecursoria 12.5.2010

Introductory speech at my defense: Honoured Custos, honoured opponent, ladies and gentlemen. My research is about designing single player character-based computer games. With character-based games, I mean games such as Thief II: The Metal Age, Fahrenheit, Ico, and Half-Life. From the design point of view the player character, the character controlled by a player, isContinue reading “Lectio Praecursoria 12.5.2010”