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Record W3152611692 · doi:10.3389/fcomp.2021.531713

How the Visual Design of Video Game Antagonists Affects Perception of Morality

2021· article· en· W3152611692 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

affAt least one author lists a Canadian institution in the pinned OpenAlex snapshot.
fundA Canadian funder is recorded on the work.

Bibliographic record

VenueFrontiers in Computer Science · 2021
Typearticle
Languageen
FieldArts and Humanities
TopicMedia Influence and Health
Canadian institutionsUniversity of New Brunswick
FundersNew Brunswick Innovation Foundation
KeywordsMoralityMoral characterVideo gameGame designPerceptionCharacter (mathematics)PsychologySocial psychologyComputer scienceHuman–computer interactionMultimediaLawPolitical science

Abstract

fetched live from OpenAlex

The visual design of antagonists—typically thought of as “bad guys”—is crucial for game design. Antagonists are key to providing the backdrop to a game's setting and motivating a player's actions. The visual representation of antagonists is important because it affects player expectations about the character's personality and potential actions. Particularly important is how players perceive an antagonist's morality. For example, an antagonist appearing disloyal might foreshadow betrayal; a character who looks cruel suggests that tough fights are ahead; or, a player might be surprised when a friendly looking character attacks them. Today, the art of designing character morality is informed by archetypal elements, existing characters, and the artist's own background. However, little work has provided insight into how an antagonist's appearance can lead players to make moral judgments. Using Mechanical Turk, we collected participant ratings on a stimulus image set of 105 antagonists from popular video games. The results of our work provide insights into how the visual attributes of antagonists can influence judgments of character morality. Our findings provide a valuable new lens for understanding and deepening an important aspect of game design. Our results can be used to help ensure that a particular character design has the best chance to be universally seen as “evil,” or to help create more complex and conflicted emotional experiences through carefully designed characters that do not appear to be bad. Our research extends current research practices that seek to build an understanding of game design and provides exciting new directions for exploring how design and aesthetic practices can be better studied and supported.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Simulation or modeling · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.681
Threshold uncertainty score0.446

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.001
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.048
GPT teacher head0.279
Teacher spread0.232 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it