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Building Believable Worlds: Conveying NPC Personalities through Props in the Environment

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Building Believable Worlds: Conveying NPC Personalities through Props in the Environment

Open access

Samenvatting

This bachelor thesis explores the utilisation of environmental cues in video games to convey personality traits of non-playable characters (NPCs). The objective of this study was to examine the effectiveness of employing set dressing and props within game environments as a means of communicating the personalities of NPCs to players. A comprehensive review of existing psychological frameworks was conducted to establish a theoretical foundation for understanding the relationship between personality and environmental cues. The Five Factor Model (FFM) was utilised to identify personality traits that can be reliably conveyed in real-life scenarios.The primary objective was to determine the optimal structure and setup for conducting user tests and the analysis of future results. To investigate the applicability of the aforementioned theories and processes in the context of video games, a series of user tests with 6 to 9 participants was conducted to examine participants’ perception of object quantities in rooms using descriptive words such as ’less cluttered’ and ’more organised’. Furthermore, the research aimed to evaluate the influence of environmental cues and props on participants’ perception of NPC personality. However, due to time constraints, the data analysis remains incomplete, and conclusive results are limited.

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OrganisatieSaxion
OpleidingCreative Media and Game Technologies
Datum2023-07-01
TypeBachelor
TaalEngels

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