TY - GEN
T1 - I Will Stand by You: Measuring the Perceived Social Presence towards Semi-Autonomous Companions in a 2D Game
AU - Brandstätter, Patrick
AU - Hagmann, Sarah
AU - Krückl, Daniela
AU - Maurer, Martina
AU - Lankes, Michael
N1 - Publisher Copyright:
© 2021 Owner/Author.
PY - 2021/10/15
Y1 - 2021/10/15
N2 - This paper investigates the players’ perceived social presence and willingness to support pet-like companions within a computer game. In detail, we raised the question of whether subjects will experience a higher degree of social presence towards a companion when this companion acts more autonomously than a companion that does not show any autonomous behavior? We created an experimental setting with two conditions realized via a puzzle game prototype to investigate this question. Ten subjects took part in a study (within-subject design). Results show that, in general, companions with a higher degree of autonomy lead to a higher degree of social presence. However, this applies only to basic forms of social presence. Some players noted that the social bond did not go beyond the game. With our discoveries, we want to provide researchers insights into pet companions’ design in games and help game designers create social bonds between the players and their companions.
AB - This paper investigates the players’ perceived social presence and willingness to support pet-like companions within a computer game. In detail, we raised the question of whether subjects will experience a higher degree of social presence towards a companion when this companion acts more autonomously than a companion that does not show any autonomous behavior? We created an experimental setting with two conditions realized via a puzzle game prototype to investigate this question. Ten subjects took part in a study (within-subject design). Results show that, in general, companions with a higher degree of autonomy lead to a higher degree of social presence. However, this applies only to basic forms of social presence. Some players noted that the social bond did not go beyond the game. With our discoveries, we want to provide researchers insights into pet companions’ design in games and help game designers create social bonds between the players and their companions.
KW - companion character
KW - pet companion
KW - emotional attachment
KW - Emotional attachment
KW - Companion character
KW - Pet companion
UR - http://www.scopus.com/inward/record.url?scp=85118465302&partnerID=8YFLogxK
U2 - 10.1145/3450337.3483488
DO - 10.1145/3450337.3483488
M3 - Conference contribution
SN - 9781450383561
T3 - CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
SP - 5
EP - 9
BT - CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery
CY - New York, NY, USA
ER -