Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters

Daniel Pimentel, Sriram Kalyanaraman
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引用次数: 4

Abstract

Customization interfaces allow players to tailor character appearance to represent desired self-concepts, increasing character identification and contributing towards enjoyment. Yet, despite their ubiquity, such interfaces seldom allow modification of non-player characters (e.g., in-game enemies). A between-subjects experiment (N=34) examined affective/cognitive responses to customizing and destroying enemies in a custom-built game. Participants created characters representing either a positive (confidence) or negative (anxiety) self-concept, and subsequently destroyed it during gameplay. Players reported greater identification, attitudes, enjoyment, and reduction in negative affect (anxiety) when customizing characters representing confidence, whereas anxiety characters increased negative affect. Affective responses to destruction varied based on self-concept. Destroying confidence characters increased negative affect, whereas negative affect was slightly reduced after destroying anxiety characters. Both groups evaluated the game favorably and exhibited similar purchase intentions. Results suggest that players prefer creating enemies in their (ideal) image like they do their own avatars. Avenues for future research are discussed.
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你自己最大的敌人:非玩家角色的自定义和毁灭的含义
自定义界面允许玩家定制角色外观,以代表期望的自我概念,增加角色识别度,增加乐趣。然而,尽管这些界面无处不在,却很少允许修改非玩家角色(游戏邦注:如游戏中的敌人)。受试者间实验(N=34)检验了在定制游戏中定制和摧毁敌人的情感/认知反应。参与者创造了代表积极(自信)或消极(焦虑)自我概念的角色,然后在游戏过程中摧毁它。当玩家自定义代表自信的角色时,他们会表现出更强的认同感、态度、乐趣和负面影响(焦虑)的减少,而焦虑角色则会增加负面影响。对破坏的情感反应因自我概念的不同而不同。摧毁自信型人格后,消极情绪增加,而摧毁焦虑型人格后,消极情绪略有减少。两组人对游戏的评价都很好,并表现出相似的购买意愿。结果表明,玩家更喜欢在自己的(理想)形象中创造敌人,就像他们在自己的化身中创造敌人一样。讨论了今后的研究方向。
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