{"title":"你自己最大的敌人:非玩家角色的自定义和毁灭的含义","authors":"Daniel Pimentel, Sriram Kalyanaraman","doi":"10.1145/3410404.3414269","DOIUrl":null,"url":null,"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.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"8 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters\",\"authors\":\"Daniel Pimentel, Sriram Kalyanaraman\",\"doi\":\"10.1145/3410404.3414269\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":92838,\"journal\":{\"name\":\"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"8 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3410404.3414269\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3410404.3414269","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters
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.