Culture-Specific First Meeting Encounters between Virtual Agents
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Wave like an Egyptian: accelerometer based gesture recognition for culture specific interactions
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
HCD 09 Proceedings of the 1st International Conference on Human Centered Design: Held as Part of HCI International 2009
A method for visualising possible contexts
International Journal of Advanced Intelligence Paradigms
Video Game-Based Methodology for Business Research
Simulation and Gaming
Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia
Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game
Simulation and Gaming
Adaptive military behaviour in a collaborative simulation
Proceedings of the 2008 Summer Computer Simulation Conference
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Most research on culture and cognition uses self-report tasks such as paper and pencil questionnaires. Such tasks are inexpensive, quick, and easy to score, but they are vulnerable to response bias and manipulation effects. Action-based or performance tasks can be more absorbing and permit more of someone's natural behavior to emerge but are rarer due to increased costs, lower experimenter control, and difficult logistics. Computer games can potentially regain the benefits of real performance and immersive play while retaining experimenter control and keeping costs low. Properly constructed, computer games can simulate action-demanding scenarios which embed opportunities for personality and culturally-conditioned behaviors to manifest themselves. This is especially true when computer-simulated non-player characters are included which exhibit carefully modeled behaviors. However, such simulations are not themselves panaceas. This paper examines some of the concepts we have tried, the challenges we have faced, and the lessons we have learned.