Cited by 40Artificial Intelligence in GamesDigital Games and MediaEducational Games and Gamification

A Computational Model of Perceived Agency in Video Games

Open access
Thue, David, Bulitko, Vadim, Spetch, Marcia, Romanuik, Trevon·2011·Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Abstract

Agency, being one's ability to perform an action and have some influence over the world, is fundamental to interactive entertainment. Although much of the games industry is concerned with providing more agency to its players, what seems to matter more is how much agency each player will actually perceive. In this paper, we present a computational model of this phenomena, based on the notion that the amount of agency that one perceives depends on how much they desire the outcomes that result from their decisions. Using a structure for high-agency stories that we designed specifically for this intent, we present the results of a 141-participant user study that tests our model's ability to select subsequent events in an original interactive story. Using a newly validated survey instrument for measuring both agency and fun, we found with a high degree of confidence that event sequences selected by our model result in players perceiving more agency than players who experience event sequences that our model does not recommend.

Integrity signals

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Crossref · 10.1609/aiide.v7i1.12437

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  • Fun and agency were measured with a previously validated questionnaire (Vermeulen et al. 2010) that had been used to evaluate experience managers (Thue et al. 2011).

    “For the survey, we used a previously validated instrument (Vermeulen et al. 2010).”
  • PaSSAGE demonstrated significant effects of using a player model to select content, but its experience manager was manually scripted and did not use automated content generation.

    “While significant effects of using a player model to select content were demonstrated, the experience manager within PaS-SAGE was manually scripted and did not use automated content generation techniques.”

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Authors
Thue, D., Bulitko, V., Spetch, M., & Romanuik, T.
Affiliations
University of Alberta (CA)
Venue
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2011-10-09
Volume
7
Issue
1
Pages
91-96
ISSN
  • 2326-909X (ISSN-L)
  • 2334-0924
OpenAlex
W2199477860
Cited by
40
References
0
Citations by year
2025: 1 · 2024: 1 · 2022: 3 · 2021: 4 · 2020: 2 · 2019: 3 · 2018: 5 · 2017: 2 · 2016: 1 · 2015: 4 · 2014: 4 · 2013: 6 · 2012: 4
FWCI
3.51
Type
conference paper
Language
en
Open access
Locations
  • Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (publishedVersion)
  • AAAI Publications (The Association for the Advancement of Artificial Intelligence (AAAI)) (submittedVersion)
Funders
Natural Sciences and Engineering Research Council of Canada
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
perceived agency, video games, interactive storytelling, event selection, fun, survey instrument validation, player experience

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