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Towards Emotional Characters in Computer Games

  • Conference paper

Part of the Lecture Notes in Computer Science book series (LNISA,volume 5309)


This paper describes our research on integrating emotion aspects into characters of video games. Motivation for this is the significant absence of emotive expression in most characters of current games. In order to provide players with a more immersed game experience, it is essential that characters show compelling expressions, in particular, facial expressions. As a research methodology, we took several intense scenes from classic movies and evaluated what would be necessary to allow a virtual character to reenact the scenes inside a game. The recreated scenes should convey the same emotions as the original scenes. Our approach represents the internal state of a video game characters by using a PAD-based model, as well as modeling the impact on it of many relevant environment aspects. Representing this internal state also involves blending together animations to create lively facial expressions. We conclude that the resulting model is good enough to allow scenes to be recreated with an emotional load similar to the original scenes. The approach is also successful inimproving the consistency of the mood of the characters based on their personality.


  • Facial Expression
  • Internal State
  • Facial Animation
  • Current Mood
  • Active Emotion

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Schaap, R., Bidarra, R. (2008). Towards Emotional Characters in Computer Games. In: Stevens, S.M., Saldamarco, S.J. (eds) Entertainment Computing - ICEC 2008. ICEC 2008. Lecture Notes in Computer Science, vol 5309. Springer, Berlin, Heidelberg.

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89221-2

  • Online ISBN: 978-3-540-89222-9

  • eBook Packages: Computer ScienceComputer Science (R0)