Abstract
Social interactions are an essential part of many digital games, and provide benefits to players; however, problematic social interactions also lead to harm. To inform our understanding of the origins of harmful social behaviours in gaming contexts, we examine how trait psychopathy influences player perceptions and behaviours within a gaming task. After measuring participants’ (n=385) trait-level boldness, meanness, and disinhibition, we expose them to neutral and angry social interactions with a non-player character (NPC) in a gaming task and assess their perceptions, verbal responses, and movement behaviours. Our findings demonstrate that the traits significantly influence interpretation of NPC emotion, verbal responses to the NPC, and movement behaviours around the NPC. These insights can inform the design of social games and communities and can help designers and researchers better understand how social functioning translates into gaming contexts.
Dokumententyp: | Konferenzbeitrag (Paper) |
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Fakultät: | Mathematik, Informatik und Statistik > Informatik |
Themengebiete: | 000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik |
Ort: | New York |
Sprache: | Englisch |
Dokumenten ID: | 109988 |
Datum der Veröffentlichung auf Open Access LMU: | 22. Mrz. 2024, 08:32 |
Letzte Änderungen: | 22. Mrz. 2024, 08:32 |