Abstract

This paper describes work in progress regarding an effort to create a serious game with the sole purpose of cultural competency training. The serious game includes a research tool (a scenario editor) which will have the ability to build a conversation and interpret and respond to questions or answers from the game player. Primarily, these responses will be based on pre-defined cultural characteristics of the virtual character (avatar), and on different moods that the avatar may express depending on the situation (e.g., happy, sad, angry, amongst others).

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