The Importance of Socio-Emotional Agency in Applied Games for Social Learning

Conference paper
Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 176)

Abstract

Games have a great potential as learning tools, in particular, because they provide means for players to safely explore and fail, and because they promote personal emotional experiences. To be successful, games must present a good coverage and fidelity of the interaction experience regarding the target learning goals. In the case of learning of social skills, which is one prominent area of application of games, the use of AI characters with socio-emotional agency has great potential value. These characters may increase the range of social situations that players can explore (coverage). However, in order to achieve that the AI characters need to be able to present good social behaviour (fidelity). Although, several examples of computational models to achieve this can be found, developing these models remains a challenging research question.

Notes

Acknowledgements

The work presented here was supported by national funds through Fundação para a Ciência e a Tecnologia (FCT) with reference UID/CEC/50021/2013 and by the research project RAGE (Realising an Applied Gaming Eco-System) funded by the EU under the H2020-ICT-2014-1 programme with grant agreement no 644187.

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Copyright information

© ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2017

Authors and Affiliations

  1. 1.INESC-ID and Instituto Superior TécnicoUniversidade de LisboaPorto SalvoPortugal

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