August 29, 2009
Conference Paper

Avatars in Analytical Gaming

Abstract

This paper discusses the design and use of anthropomorphic computer characters as nonplayer characters (NPC’s) within analytical games. These new environments allow avatars to play a central role in supporting training and education goals instead of planning the supporting cast role. This new ‘science’ of gaming, driven by high-powered but inexpensive computers, dedicated graphics processors and realistic game engines, enables game developers to create learning and training opportunities on par with expensive real-world training scenarios. However, there needs to be care and attention placed on how avatars are represented and thus perceived. A taxonomy of non-verbal behavior is presented and its application to analytical gaming discussed.

Revised: February 21, 2011 | Published: August 29, 2009

Citation

Cowell A.J., and A.K. Cowell. 2009. Avatars in Analytical Gaming. In Proceedings of the IEEE International Conference on Social Computing (SocialCom 200909) as part of the International Conference on Computational Science and Engineering (CSE 2009), August 29-31, 2009, Vancouver, BC, 4, 1174 - 1179. Los Alamitos, California:IEEE Computer Society. PNNL-SA-67234. doi:10.1109/CSE.2009.448