Gaming with Etiquette: Exploring Courtesy as a Game Mechanic in Speech-Based Games

  • Nima Zargham
  • , Leon Tristan Dratzidis
  • , Dmitry Alexandrovsky
  • , Maximilian A. Friehs*
  • , Rainer Malaka
  • *Corresponding author for this work

Research output: Contribution to journalArticleAcademicpeer-review

2 Citations (Scopus)
305 Downloads (Pure)

Abstract

As the gaming industry advances, it seeks increased immersion. Concurrently, recent advancements in speech recognition substantially enhanced its accuracy, creating opportunities for speech-based interactions in gameplay. Integrating speech into single-player games with non-player characters (NPCs) introduces a new social dimension. Yet, like toxicity in social media and multiplayer games, anti-social behavior can infiltrate NPC interactions, generating a toxic gaming atmosphere. We designed a speech-based game called “A Day at the Office” and conducted a within-subject study with 26 participants to explore player interactions with NPCs possessing different human qualities. Furthermore, we introduced courtesy-based game mechanics, where NPCs react to players’ choice of words and loudness, investigating player experiences. Results revealed that participants spoke differently with NPCs based on their human qualities, such as gender and hierarchical roles. Moreover, the courtesy-based interactions fostered greater cognitive engagement, suggesting that tactful interactions contribute to enhanced immersion and presence in the game.

Original languageEnglish
Pages (from-to)6968-6986
Number of pages19
JournalInternational journal of human-computer interaction
Volume41
Issue number11
Early online date14 Aug 2024
DOIs
Publication statusPublished - 3 Jun 2025

Keywords

  • UT-Hybrid-D
  • NPCs
  • speech-based systems
  • voice interaction
  • Voice-controlled video games
  • game design

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