Believability Through Psychosocial Behaviour: Creating Bots That Are More Engaging and Entertaining

  • Christine Bailey
  • Jiaming You
  • Gavan Acton
  • Adam Rankin
  • Michael Katchabaw


Creating believable characters or bots in a modern video game is an incredibly challenging and complex task. The requirements for achieving believability are steep, yet the improvements in player engagement, immersion, and overall enjoyment and satisfaction with their experience make this a worthy problem in desperate need of further examination. In this chapter, we examine how the implementation of psychosocial behaviour in bots can lead to believability, and how this translates into new and exciting possibilities for advancing the state-of-the-art in this area.


Five Factor Model Social Object Game World Vertical Scaling Generation Prototype 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Christine Bailey
    • 1
  • Jiaming You
    • 1
  • Gavan Acton
    • 1
  • Adam Rankin
    • 1
  • Michael Katchabaw
    • 1
  1. 1.Department of Computer ScienceThe University of Western Ontario LondonCanada

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