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Uncanny behaviour in survival horror games

Bibliographic Data

ID8097301
AuthorsAngela 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)
Year2010
Volume2
Issue1
Pages3-25
Publication date2010-05-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueJournal of Gaming & Virtual Worlds (JOURNAL)
Journal identifiersISSN: 1757-191X • E-ISSN: 1757-1928
PublisherIntellect (PUBLISHER • GB)
DOI10.1386/jgvw.2.1.3_1
OpenAlexW2168759754
LanguageEN
Citations received8
References cited9

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

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    Open Access•Jari Kätsyri, Jari Kätsyri et al.•Frontiers in Psychology•2015

  • Audio–Visual Predictive Processing in the Perception of Humans and Robots

    Open Access•Büsra Sarigül, Burcu A Ürgen•International Journal of Social…•2023

  • The Uncanny Effect of Speech

    Open Access•Neelu Gurung, Janie Busby Grant et al.•International Journal of Social…•2024

  • The neuropsychophysiology of tingling

    Open Access•Ferenc Köteles, Eszter Ferentzi et al.•Consciousness and Cognition•2018

  • Mimicking Gamers

    Open Access•Vincenzo Idone Cassone•Games and Culture•2017

  • Pressing Play

    Open Access•Ri Pierce-Grove•Games and Culture•2014

  • The topography of the uncanny valley and individuals’ need for structure

    Open Access•Tanja Lischetzke, David Izydorczyk et al.•Journal of Research in Personality•2017

  • Uncanny behaviour in survival horror games

    Angela Tinwell, Mark Grimshaw et al.•Journal of Gaming & Virtual Worlds•2010

  • The uncanny advantage of using androids in cognitive and social science research

    Karl F Macdorman, Hiroshi Ishiguro•Interaction Studies. Social…•2006

  • What in the World Do We Hear

    William Gaver, William W Gaver•Ecological Psychology•1993

  • Uncanny behaviour in survival horror games

    Angela Tinwell, Mark Grimshaw et al.•Journal of Gaming & Virtual Worlds•2010

  • Homo ludens

    Johan Huizinga•Homo Ludens•2008

Unique citing works8
Citations per year0,5
Citation span2010 - 2024 (15)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 8

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