Abstract
The Social Believability in Games Workshop intends to be a point of interaction for researchers and game developers interested in different aspects of modelling, discussing, and developing believable social agents and Non-Player Characters (NPCs). This can include discussions around behaviour based on social and behavioural science theories and models, social affordances when interacting with game worlds and more. The intention is to invite participants from a multitude of disciplines in order to create a broad spectrum of approaches to the area.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Afonso, N., Prada, R.: Agents That Relate: Improving the Social Believability of Non-Player Characters in Role-Playing Games. In: Stevens, S.M., Saldamarco, S.J. (eds.) ICEC 2008. LNCS, vol. 5309, pp. 34–45. Springer, Heidelberg (2008)
Bailey, C., Katchabaw, M.: An Emergent Framework. In: FuturePlay 2008, Toronto, Ontario, Canada, November 3-5 (2008)
Bartle, R.: Designing Virtual Worlds. New Riders, Indianapolis (2003)
Bates, J.: The Role of Emotions in Believable Agents (1994)
Bethesda Game Studios. Skyrim (PC). Bethesda Softworks (release date November 11, 2011)
Carley, K.M., Newell, A.: The nature of the social agent. Journal of Mathematical Sociology 19(4), 221–262 (1994)
Consalvo, M.: Cheating: Gaining advantage in videogames. The MIT Press, Cambridge (2007)
Gómez-Gauchía, H., Peinado, F.: Automatic Customization of Non-Player Characters Using Players Temperament. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 241–252. Springer, Heidelberg (2006)
Id Software. RAGE (PC). Bethesda Softworks (release date October 4, 2011)
Lankoski, P., Björk, S.: Gameplay design patterns for believable non-player characters. In: Proc. 3rd Digital Games Research Association International Conference (2007)
Loyall, A.B.: Believable Agents. Ph.D. thesis. Tech report CMU-CS-97-123, Carnegie Mellon University (1997)
Mateas, M.: An Oz-Centric Review of Interactive Drama and Believable Agents. Carnegie Mellon University, Pittsburgh (1999)
Mateas, M., Stern, A.: Façade: An Experiment in Building a Fully-Realized Interactive Drama. In: GDC 2003 (2003)
Merrick, K., Maher, M.L.: Motivated Reinforcement Learning for Non-Player Characters in Persistent Computer Game Worlds. In: ACE 2006, June 14-16 (2006)
Team Bondi, Rockstar Leeds, Rockstar Games. L.A. Noire (PC)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer International Publishing Switzerland
About this paper
Cite this paper
Verhagen, H., Eladhari, M.P., Johansson, M., McCoy, J. (2013). Social Believability in Games. In: Reidsma, D., Katayose, H., Nijholt, A. (eds) Advances in Computer Entertainment. ACE 2013. Lecture Notes in Computer Science, vol 8253. Springer, Cham. https://doi.org/10.1007/978-3-319-03161-3_74
Download citation
DOI: https://doi.org/10.1007/978-3-319-03161-3_74
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-03160-6
Online ISBN: 978-3-319-03161-3
eBook Packages: Computer ScienceComputer Science (R0)