Abstract

The field of interpersonal communication recognizes the significant impact of emotions on interactions between individuals. The classification of emotions has been a longstanding topic of study and has become an important aspect of the communication process. Despite its significance, the utilization of emotions for the purpose of regulating character conduct has yet to be extensively incorporated within the domain of gaming. The many types of emotions that have been identified has led to the inadequacy of incorporating emotions in game characters. The rapid development of games requires game characters to have behaviors that resemble human traits. One way that can be done is to add emotion as a trigger for changes in the behavior of game characters. Setting the behavior of game characters is done by changing the value of the attributes they have. To apply emotions to game character attributes, rules are made that serve as a reference for how each type of emotion can affect game character attributes. This alteration in attribute will change the behavior of the game character.
 Keywords: basic emotion, game character behavior, game character attribute

Full Text
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