Please use this identifier to cite or link to this item: https://doi.org/10.1016/j.entcom.2010.09.002
DC FieldValue
dc.titleA motivational framework for analyzing player and virtual agent behavior
dc.contributor.authorBostan, B.
dc.date.accessioned2014-11-28T06:34:14Z
dc.date.available2014-11-28T06:34:14Z
dc.date.issued2009-12
dc.identifier.citationBostan, B. (2009-12). A motivational framework for analyzing player and virtual agent behavior. Entertainment Computing 1 (3-4) : 139-146. ScholarBank@NUS Repository. https://doi.org/10.1016/j.entcom.2010.09.002
dc.identifier.issn18759521
dc.identifier.urihttp://scholarbank.nus.edu.sg/handle/10635/112675
dc.description.abstractToday's digital entertainment industry uses different approaches to establish believable agents with personality and to analyze the goal-directed behavior of game players. Academic research in this area usually focuses on one facet of personality - for example, only on emotions or character traits. The techniques applied to create non-player characters can hardly be used to analyze player interactions or choices in a computer game. The present study proposes a motivational framework to predict goal-directed behavior of both player and non-player characters in a computer game and explores the opportunities of using a Player and Agent Personality Database (PAPD) based on the same motivational framework to design virtual agents with personality. This article claims that motivation to reach a goal is influenced by both situational and personal factors that are represented with an equation that determines the likelihood of the occurrence of a behavior. The framework represented by this study takes into account psychological needs, interactions between these needs, general behavioral patterns, lower-order and higher-order personality traits for analyzing gaming experiences and player/non-player choices in a computer game. © 2010 International Federation for Information Processing.
dc.description.urihttp://libproxy1.nus.edu.sg/login?url=http://dx.doi.org/10.1016/j.entcom.2010.09.002
dc.sourceScopus
dc.subjectBehavioral architecture
dc.subjectMotivations
dc.subjectPersonality
dc.subjectPlayer modeling
dc.subjectVirtual agents
dc.typeArticle
dc.contributor.departmentINTERACTIVE & DIGITAL MEDIA INSTITUTE
dc.description.doi10.1016/j.entcom.2010.09.002
dc.description.sourcetitleEntertainment Computing
dc.description.volume1
dc.description.issue3-4
dc.description.page139-146
dc.identifier.isiut000214844700004
Appears in Collections:Staff Publications

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