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Record W4406152088 · doi:10.59386/jadr.2024.27.2.55

The emotional impact of interactive cutscene animation on players' empathy - centered on 『The Witcher 3: Wild Hunt』

2024· article· en· W4406152088 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.

aboutThe title or abstract carries a Canadian signal from the geographic lexicon.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueInstitute of Art & Design Research · 2024
Typearticle
Languageen
FieldArts and Humanities
TopicCultural and Historical Studies
Canadian institutionsnot available
Fundersnot available
KeywordsEmpathyInteractivityAnimationPsychologyImmersion (mathematics)MultimediaSocial psychologyComputer scienceApplied psychologyCognitive psychologyHuman–computer interactionComputer graphics (images)Mathematics

Abstract

fetched live from OpenAlex

This study explores the effects of interactive cut-scene animation on emotions by stimulating player empathy as an example in The Witcher 3: Wild Hunt. The interactive element in the game provides a unique experience in which the story changes depending on the player's decision, which maximizes the player's emotional immersion. This study analyzed the different effects of interactive and non-interactive cut-scene animations on players' empathy and emotional response through randomized controlled experiments. The subjects were randomly assigned to a control group watching non-interactive cut-scene animations and an experimental group participating in interactive cut-scene animations. The emotional state and level of empathy before and after the experiment were evaluated with a questionnaire using the Toronto Empathy Questionnaire (TEQ) and Positive and Negative Affect Schedule (PANAS) scales. The results showed that the interactive cut-scene animation significantly increased the player's level of empathy and positive emotional experience compared to the non-interactive cut-scene animation. These results suggest that the interactive elements in game design play an important role in promoting empathy and immersion. The experiment also confirmed that increased empathy was associated with higher positive emotions, proving that interactivity was effective in strengthening the game emotional experience. This study provides game developers and designers with the basis for designing a more immersive game experience by carefully considering the emotional reactions of players.

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: Not applicable · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.541
Threshold uncertainty score0.568

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 studies0.0010.001
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 head0.246
GPT teacher head0.377
Teacher spread0.131 · 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