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    NPC와 상호작용을 통한 몰입감에 대한 연구 -생성형 AI를 활용한 RPG 게임과비활용 RPG 게임 비교를 중심으로- = A study of immersion through interaction with NPC –Focusing on the comparison between generative AI games and ordinary games–

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    https://www.riss.kr/link?id=A108905491

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Gaming is one of the most important entertainment activities for humans. RPG games refer to the type of game in which players manipulate game characters to complete the tasks of the game system and experience stories. NPC is a non-player character in the game and is significant as it is a fun game element. Currently, the behavior of game NPCs is based on a preset program based on ‘logic.’ Some believe that interaction between real game players is limited.
    Researchers believe immersion is key to enjoying games and argue that experience evaluation is particularly important. How game NPCs and players interact is directly related to game experience and immersion.
    Generative AI is based on large-scale data learning and can generate ‘prompt engineering’ of text, images, or other media. In particular, with the advent of generative AI chat robots such as ChatGPT, generative AI is developing to a level where interactions with users are almost indistinguishable from humans using text and voice. With the popularization of generative artificial intelligence technology and the combined application of this technology and games, games with generative AI functions have appeared. Especially in the field of RPG games and NPC with generative AI functions bring players new interaction experience and immersion feeling. This study aims to quantitatively and qualitatively analyze the differences in content user experience by comparing the interaction experience and immersion feeling between players and NPCs in existing ordinary RPG games and RPG games with generative AI technology. In addition, we explored the impact of generative AI technology on players’ immersion experiences when applied to NPCs in RPG games.This study used a questionnaire developed by the AttrakDiff evaluation method to collect data. The questionnaire was designed to measure four dimensions of interactive product usability: pragmatic quality (PQ), Hedonic quality-identity (HQ-I), Hedonic Quality-Stimulation (HQ-S), and Attractiveness (ATT).
    It was broken down into 28 items (opposite adjectives paired at both ends) rated on a 7-point scale (-3: negative adjectives ~ 3: positive adjectives). A total of 80 respondents (56 males and 24 females) between the ages of 20 and 50 participated in the survey. The study’s results revealed the characteristics of the interaction experience of users with NPCs in normal games and RPG games applying generative AI technology. It has been found that the NPC of RPG games applying generative AI technology can make players feel more interesting (HQ-I), more homogeneous (HQ-S), and more attractive (ATT) to players compared to the interaction with the NPC of ordinary games. This study also revealed the result that the interaction of NPCs in RPG games with generative AI technology is weaker than that of normal games in terms of practical quality (PQ), and analysis showed the positive impact of the interaction of NPCs in RPG games with generative AI technology on game immersion through qualitative return surveys. It is hoped that this study provides helpful and meaningful insights into the application of generative AI technology to the field of gaming.
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    Gaming is one of the most important entertainment activities for humans. RPG games refer to the type of game in which players manipulate game characters to complete the tasks of the game system and experience stories. NPC is a non-player character in ...

    Gaming is one of the most important entertainment activities for humans. RPG games refer to the type of game in which players manipulate game characters to complete the tasks of the game system and experience stories. NPC is a non-player character in the game and is significant as it is a fun game element. Currently, the behavior of game NPCs is based on a preset program based on ‘logic.’ Some believe that interaction between real game players is limited.
    Researchers believe immersion is key to enjoying games and argue that experience evaluation is particularly important. How game NPCs and players interact is directly related to game experience and immersion.
    Generative AI is based on large-scale data learning and can generate ‘prompt engineering’ of text, images, or other media. In particular, with the advent of generative AI chat robots such as ChatGPT, generative AI is developing to a level where interactions with users are almost indistinguishable from humans using text and voice. With the popularization of generative artificial intelligence technology and the combined application of this technology and games, games with generative AI functions have appeared. Especially in the field of RPG games and NPC with generative AI functions bring players new interaction experience and immersion feeling. This study aims to quantitatively and qualitatively analyze the differences in content user experience by comparing the interaction experience and immersion feeling between players and NPCs in existing ordinary RPG games and RPG games with generative AI technology. In addition, we explored the impact of generative AI technology on players’ immersion experiences when applied to NPCs in RPG games.This study used a questionnaire developed by the AttrakDiff evaluation method to collect data. The questionnaire was designed to measure four dimensions of interactive product usability: pragmatic quality (PQ), Hedonic quality-identity (HQ-I), Hedonic Quality-Stimulation (HQ-S), and Attractiveness (ATT).
    It was broken down into 28 items (opposite adjectives paired at both ends) rated on a 7-point scale (-3: negative adjectives ~ 3: positive adjectives). A total of 80 respondents (56 males and 24 females) between the ages of 20 and 50 participated in the survey. The study’s results revealed the characteristics of the interaction experience of users with NPCs in normal games and RPG games applying generative AI technology. It has been found that the NPC of RPG games applying generative AI technology can make players feel more interesting (HQ-I), more homogeneous (HQ-S), and more attractive (ATT) to players compared to the interaction with the NPC of ordinary games. This study also revealed the result that the interaction of NPCs in RPG games with generative AI technology is weaker than that of normal games in terms of practical quality (PQ), and analysis showed the positive impact of the interaction of NPCs in RPG games with generative AI technology on game immersion through qualitative return surveys. It is hoped that this study provides helpful and meaningful insights into the application of generative AI technology to the field of gaming.

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    참고문헌 (Reference)

    1 이효경, "생성형 인공지능 기반 게임의 혜택 및 희생이 가치와 수용의도에 미치는 영향에 관한 연구" 고려대학교 미디어대학원 2023

    2 BILIBILI, "생성형 AI 기술 게임 npc 인터랙티브 데모"

    3 BILIBILI, "비활용 RPG 게임 npc 인터랙티브 데모-디트로이트 변신"

    4 丁磊, "生成式人工智能" 中信出版集团 3-17, 2003

    5 李瑞森, "游戏专业概论" 清华大学出版社 151-155, 2015

    6 Ron Tamborini, "Violent Virtual Video Games and Hostile Thoughts" 86-110, 2009

    7 Youtube, "Ubisoft is Developing an AI Ghostwriter to Save Scriptwriters Time"

    8 Henrik Warpefelt, "Towards an updated typology of non-player character roles" 131-139, 2015

    9 Alistair Raymond Bryce Soutter, "The relationship between character identification and flow state within video games" 55 (55): 1030-1038, 2016

    10 Dolf Zillmann, "The psychology of its appeal" Routledge 21-36, 2000

    1 이효경, "생성형 인공지능 기반 게임의 혜택 및 희생이 가치와 수용의도에 미치는 영향에 관한 연구" 고려대학교 미디어대학원 2023

    2 BILIBILI, "생성형 AI 기술 게임 npc 인터랙티브 데모"

    3 BILIBILI, "비활용 RPG 게임 npc 인터랙티브 데모-디트로이트 변신"

    4 丁磊, "生成式人工智能" 中信出版集团 3-17, 2003

    5 李瑞森, "游戏专业概论" 清华大学出版社 151-155, 2015

    6 Ron Tamborini, "Violent Virtual Video Games and Hostile Thoughts" 86-110, 2009

    7 Youtube, "Ubisoft is Developing an AI Ghostwriter to Save Scriptwriters Time"

    8 Henrik Warpefelt, "Towards an updated typology of non-player character roles" 131-139, 2015

    9 Alistair Raymond Bryce Soutter, "The relationship between character identification and flow state within video games" 55 (55): 1030-1038, 2016

    10 Dolf Zillmann, "The psychology of its appeal" Routledge 21-36, 2000

    11 HENG Shupeng, "The avatar identification in video games" 1564-1578, 2017

    12 H. Warpefelt, "The Non-Player Character: Exploring the believability of NPC presentation and behavior" Stockholm University 2016

    13 Bellet PS, "The Importance of Empathy as an Interviewing Skill in Medicine" 1991

    14 UBISOFT, "The Convergence of AI and Creativity: Introducing Ghostwriter"

    15 Kwan Min Lee, "Presence, Explicated" 1 (1): 27-50, 2004

    16 Ron Tamborini, "Playing video games: Motives, responses, and consequences" 225-240, 2006

    17 Cohen, J., "Optimal Experience Psychological Studies of Flow in Consciousness" Routledge 245-264, 2001

    18 Massimini, F., "Optimal Experience Psychological Studies of Flow in Consciousness" Cambridge University Press 266-287, 1988

    19 Muhtar Çağkan Uludağlı, "Non-player character decision-making in computer games" 56 : 14159-14191, 2023

    20 Charlene Jennett, "Measuring and defining the experience of immersion in games" 66 (66): 614-661, 2008

    21 Paul Skalski, "Mapping the road to fun: Natural video game controllers, presence, and game enjoyment" 13 : 224-242, 2011

    22 NVIDIA, "Introducing NVIDIA ACE For Games - Spark Life Into Virtual Characters With Generative AI"

    23 Dai-In Danny Han, "Immersive experience framework: a Delphi approach" 1-17, 2023

    24 David Weibel, "Immersion in Computer Games: The Role of Spatial Presence and Flow" 1-14, 2011

    25 Ron Tamborini, "Immersed in Media: Telepresence in Everyday Life" 87-109, 2010

    26 Jih-Hsuan Linn, "Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression" 63 (63): 682-702, 2017

    27 Victor Nikhil Antony, "ID.8: Co-Creating Visual Stories with Generative AI" Cornell University 1-25, 2023

    28 Michael Muller, "GenAICHI: Generative AI and HCI" 1-7, 2023

    29 Raj Paliwal, "GENERATIVE ARTIFICIAL INTELLIGENCE IN METAVERSE ERA" 5 (5): 2023

    30 Lankoski Petri, "GAMEPLAY DESIGN PATTERNS FOR BELIEVABLE NON-PLAYER CHARACTERS" 4 : 416-423, 2007

    31 Mihaly Csikszentmihalyi, "Flow: The Psychology of Optimal Experience" Claremont Graduate University 1990

    32 Michailidis Lazaros, "Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge" 9 : 1-8, 2018

    33 이면재, "FSM 기반의 게임 NPC 인공 지능 평가" 한국게임학회 14 (14): 127-136, 2014

    34 Ariel Han, "Design implications of generative AI systems for visual storytelling for young learners" 470-474, 2023

    35 "Broadcasting & Electronic media"

    36 Millington I, "Artifcial intelligence for games" CRC Press 301-304, 2019

    37 Jonathan Tremblay, "Adaptive companions in FPS games" 1-8, 2013

    38 Henrik Warpefelt, "A model of non-player character believability" 9 : 39-53, 2017

    39 Oppenlaender, Jonas, "A Taxonomy of Prompt Modifiers for Text-To-Image Generation" Multimedia, Cornell University 1-14, 2022

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