Truth is beauty: researching embodied conversational agents
Embodied conversational agents
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Interactive Storytelling: Techniques for 21st Century Fiction
Interactive Storytelling: Techniques for 21st Century Fiction
Digital Storytelling: A Creator's Guide to Interactive Entertainment
Digital Storytelling: A Creator's Guide to Interactive Entertainment
Character Development and Storytelling for Games (Game Development Series)
Character Development and Storytelling for Games (Game Development Series)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Albert in Africa: online role-playing and lessons from improvisational theatre
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
Game Architecture and Design: A New Edition
Game Architecture and Design: A New Edition
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Role playing games: comparative analysis across two media platforms
Proceedings of the 3rd Australasian conference on Interactive entertainment
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Communication in multi-player role playing games – the effect of medium
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Naming virtual identities: patterns and inspirations for character names in world of warcraft
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
An investigation of player to player character identification via personal pronouns
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
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Avatars are a commonly used mechanism for representing the player within the world of a game. The avatar forms the main point of interaction between the player and the game, and thus the avatar is an important game design feature. Character-based games combine the concept of an avatar with that of a character, enhancing the avatar with specific features that commonly are changeable, and which can be defined within or outside the framework of the game rules. Within digital games, the rules-based features have received comparatively more attention than, for example, the personalities and background histories of game characters. This article presents results from a comprehensive empirical study of the way complex game characters are utilized by players in multiplayer role-playing games across two different media platforms. The results indicate that adult players are capable of comprehending and utilizing game characters with well-defined personalities and backgrounds, as well as rules-based components. Furthermore, that the game format plays a significant role in the pattern of usage of the character elements. This pattern appears directly linked with variations in the way that the different game formats handle player characters and activate or promote the activation of, different forms of character elements. The degree to which different character elements are activated also has implications for the degree of player engagement in the character.