(Don't) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task.
Martin Johannes DechantRobin WelschJulian FrommelRegan L. MandrykPublished in: CHI (2022)
Keyphrases
- game play
- multi player
- human behaviour
- personality traits
- game players
- attitudes toward
- organizational culture
- user perceptions
- virtual environment
- computer games
- video games
- factors influencing
- role playing game
- imperfect information
- body movements
- repeated games
- trajectory data
- virtual humans
- emotional state
- learning experience