Abstract

More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve social player-adapted comment delivery that boosts the overall gameplay, engages the players, and stimulates the audience. In our work, we discuss a framework for implementing artificial game presenter characters that are based on game actions and players' social profiles in order to deliver knowledgeable, socially oriented comments. Moreover, the presented framework supports emotional facial expressions for the presenters, allowing them to convey their emotions and thus be more expressive than the majority of the commentary systems today. We prove our concept by developing a presenter character for multiplayer tabletop board games which we further put under usability evaluation with 9 players. The results showed that game sessions with presenter characters are preferred over the plain version of the game and that the majority of the players enjoy personalized social-oriented comments expressed via multimedia and emotions.

Highlights

  • Our work on game presenter characters has been motivated by the popularity of television game shows and the lack of an analogy in the domain of computer-based entertainment

  • The key lies in the fact that the Presenter Intelligence is based merely on game events and player profiles and is decoupled from the rest of the game code

  • The game designers should supply the presenter with game events (Game Linkage) and write logic rules based on these events

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Summary

Introduction

Our work on game presenter characters has been motivated by the popularity of television game shows and the lack of an analogy in the domain of computer-based entertainment. Game show presenters are identified as one of the 7 key attributes of appreciation of TV game shows [1]. Presenters provoke social interaction in order to keep the players and the audience constantly motivated and alerted about the game progress. For this purpose, they rely on individual player profiles, current challenge, previous performance, and statistics to provide feedback commonly involving humor, reward, sympathy, surprise, disappointment, enthusiasm, agony, and anticipation

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