Uncanny behaviour in survival horror games
Bibliographic Data
| ID | 8097301 |
|---|---|
| Authors | Angela Tinwell (0000-0001-7573-0989, University of Bolton, corresponding author), Mark Grimshaw (0000-0003-0485-6087, University of Bolton), Andrew Williams (0000-0001-8724-0856, University of Bolton), Andrew B Williams (0000-0002-2552-4383) |
| Year | 2010 |
| Volume | 2 |
| Issue | 1 |
| Pages | 3-25 |
| Publication date | 2010-05-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Journal of Gaming & Virtual Worlds (JOURNAL) |
| Journal identifiers | ISSN: 1757-191X • E-ISSN: 1757-1928 |
| Publisher | Intellect (PUBLISHER • GB) |
| DOI | 10.1386/jgvw.2.1.3_1 |
| OpenAlex | W2168759754 |
| Language | EN |
| Citations received | 8 |
| References cited | 9 |
This study investigates the relationship between the perceived strangeness of a virtual character and the perception of human likeness for some attributes of motion and sound. Participants (N=100) were asked to rate thirteen video clips of twelve different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived strangeness of a character with how human-like a character's voice sounded, how human-like the facial expression appeared and how synchronized the character's sound was with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this article seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre, and that will form the basis of further experiments, which, it is hoped, will lead to a conceptual framework for the uncanny
Aesthetics · Art · Character (mathematics · Facial expression · Perception · Psychoanalysis · Set (abstract data type · Uncanny · Uncanny valley · Action Observation and Synchronization · Computer Science · Language, Metaphor, and Cognition · Psychology · Social Robot Interaction and HRI · Communication
A review of empirical evidence on different uncanny valley hypotheses
Audio–Visual Predictive Processing in the Perception of Humans and Robots
The Uncanny Effect of Speech
The neuropsychophysiology of tingling
Mimicking Gamers
Pressing Play
The topography of the uncanny valley and individuals’ need for structure
Uncanny behaviour in survival horror games
| Unique citing works | 8 |
|---|---|
| Citations per year | 0,5 |
| Citation span | 2010 - 2024 (15) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 8 |