Abstract

This paper introduces a framework for emergent psychosocial behaviour in non player characters in video games. This framework uses concepts behind emergent gameplay to support the mechanics of designer-defined psychological and social concepts, undefined circumstances, and emergence. Based on this framework, a prototype system has been developed. This prototype has been evaluated for realistic emergent behaviour, and has been shown through experimentation to succeed in supporting emergent psychosocial behaviour. The work to date on the framework is encouraging and quite promising for continued work in this area in the future.

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