TY - JOUR
T1 - Gaming with Etiquette
T2 - Exploring Courtesy as a Game Mechanic in Speech-Based Games
AU - Zargham, Nima
AU - Dratzidis, Leon Tristan
AU - Alexandrovsky, Dmitry
AU - Friehs, Maximilian A.
AU - Malaka, Rainer
N1 - Publisher Copyright:
© 2024 The Author(s). Published with license by Taylor & Francis Group, LLC.
PY - 2025/6/3
Y1 - 2025/6/3
N2 - 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.
AB - 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.
KW - UT-Hybrid-D
KW - NPCs
KW - speech-based systems
KW - voice interaction
KW - Voice-controlled video games
KW - game design
UR - https://www.scopus.com/pages/publications/85201197565
U2 - 10.1080/10447318.2024.2387901
DO - 10.1080/10447318.2024.2387901
M3 - Article
AN - SCOPUS:85201197565
SN - 1044-7318
VL - 41
SP - 6968
EP - 6986
JO - International journal of human-computer interaction
JF - International journal of human-computer interaction
IS - 11
ER -