Although there have been studies demonstrating that users will respond favorably to synthetic companions and team-mates in computer games, there has been little research into how a player's behavior may change when a known non-player character (NPC) assumes a human identity or persona. This is a common scenario in modern computer games, where players interact with NPCs assuming the guise of human characters. To explore this question, an online game was developed in which a human player had a primary objective of surviving against increasingly difficult waves of enemies. As a secondary objective, the player was tasked with protecting an unarmed NPC companion which assumed either a human, or non-human identity, but with identical underlying Artificial Intelligence. The intention was to explore whether the human player would be more or less protective of a synthetic companion simply due to the identity assumed. The results of the study demonstrate that player's behavior does change based on identity, and clearly indicates that the player was more protective of the companion assuming a human identity. Furthermore, the results show that this phenomenon extends beyond simple human and non-human identities, and that the specific persona, or gender of the NPC may influence the player's empathy towards it.
['Christopher J. Headleand', 'James Jonah Jackson', 'Lee Priday', 'William John Teahan', 'Llyr ap Cenydd']
Does the Perceived Identity of Non-player Characters Change How We Interact with Them?