A Reactive Behavior Agent: Including Emotions into a Video Game

Why we have emotions and how they influence human behavior are two questions we constantly ask ourselves. According to researchers in the field, there are two kinds of information that the person receives to make a decision. This information is integrated to generate a whole. One comes from ourselves it is proprioceptive and refers to emotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas of a person's life, including social, functional, and cognitive aspects. It has an important role in the decision-making process. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure of emotions in a reactive behavior in order to enrich behavior, including the information generated through internal evaluation of the external physical stimuli. Our work is based on the OCC theory (named after the name of its authors: Ortony, Collins and Clore). This theory proposes that a decision-making process is affected through different perspectives: a) goals and events, b) agents and their actions, and c) objects and their capacity for attraction. The case study is situated within a scenario that represents an approach that seeks to include a module of emotions within the design of the architecture of a videogame.

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Bibliographic Details
Main Authors: Laureano-Cruces,A. L., Acevedo-Moreno,D. A., Mora-Torres,M., Ramírez-Rodríguez,J.
Format: Digital revista
Language:English
Published: Universidad Nacional Autónoma de México, Instituto de Ciencias Aplicadas y Tecnología 2012
Online Access:http://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S1665-64232012000500001
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