Customizable crying and connection: personalization and its effect on player emotion and empathy

Devinne Moses
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Abstract

Player choice sets video games apart from other visual media, and narrative designers work with game developers to implement tools that allow players to make choices and feel involved. Prior research focuses on games that include emotional themes and character customization, which are seen as effective ways to create empathy between player and protagonist. However, most research compares different games with various levels of customization, opening doors to several confounding variables. To address this gap, it is essential to explore how character customization and narrative context influence player emotion, character connection, morality, and engagement in a single game. This study involved participants playing a custom-built interactive fiction game demo (MOSAIC). Overall, players’ attitudes toward the demo were consistent across all three experimental groups and the control group, although character connection was higher in groups where participants were given additional story information and/or opportunities to customize the protagonist. This is a valuable step towards understanding video games and player emotion, especially considering gaming’s global presence and constant expansion.
可定制的哭泣和联系:个性化及其对玩家情感和同理心的影响
玩家选择将电子游戏与其他视觉媒体区分开来,故事设计师与游戏开发者合作,执行让玩家做出选择并感受到参与感的工具。之前的研究主要关注包含情感主题和角色定制的游戏,这被视为在玩家和主角之间创造同理心的有效方法。然而,大多数研究将不同游戏与不同级别的自定义进行比较,从而打开了一些混淆变量的大门。为了解决这一差距,有必要探索角色定制和叙事背景如何影响玩家情感、角色联系、道德和沉浸感。这项研究让参与者玩一个定制的互动小说游戏演示(MOSAIC)。总的来说,三个实验组和控制组的玩家对演示的态度是一致的,尽管在参与者获得额外故事信息和/或定制主角机会的小组中,角色联系更高。这是理解电子游戏和玩家情感的重要一步,特别是考虑到游戏的全球存在和不断扩展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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