TY - CHAP
T1 - The Interplay Between Artificial Intelligence and Users’ Personalities: A New Scenario for Human-Computer Interaction in Gaming
AU - Caci, Barbara
AU - Dhou, Khaldoon
PY - 2020
Y1 - 2020
N2 - The latest business reports showed that Augmented Reality (AR) and Artificial Intelligence (AI) are ranked among the top 10strategic trends for 2018. For these reasons, in this paper, we provide an interdisciplinary focus on design and personality issues, trying to discuss the interplay between games with personality and Artificial Intelligence. First, we describe taxonomy models on personality in games and empirical studies aimed at exploring personality traits of Pokemon GO users. Second, we explore virtual humans employed in investigating chess personalities via simulating human chess players. In this research article, the term virtual human is used to describe a computer program that simulates a human in some aspects such as playing chess. The results of personality and gaming are sparse and mixed. It remains unclear whether personality traits would similarly predict adoption and usage in the context of AR mobile game. On the contrary, results about AI showed that virtual humans have characteristics similar to those of humans and helped researchers explore existing patterns in societies. In our discussion, we try to evidence the importance of personality in gaming also considering that an increasing sale for these technologies is forecasted in 2020 to be 21 times higher than in 2016 (from US $2.9 billion to US $61.3 billion; Superdata Research, 2017).
AB - The latest business reports showed that Augmented Reality (AR) and Artificial Intelligence (AI) are ranked among the top 10strategic trends for 2018. For these reasons, in this paper, we provide an interdisciplinary focus on design and personality issues, trying to discuss the interplay between games with personality and Artificial Intelligence. First, we describe taxonomy models on personality in games and empirical studies aimed at exploring personality traits of Pokemon GO users. Second, we explore virtual humans employed in investigating chess personalities via simulating human chess players. In this research article, the term virtual human is used to describe a computer program that simulates a human in some aspects such as playing chess. The results of personality and gaming are sparse and mixed. It remains unclear whether personality traits would similarly predict adoption and usage in the context of AR mobile game. On the contrary, results about AI showed that virtual humans have characteristics similar to those of humans and helped researchers explore existing patterns in societies. In our discussion, we try to evidence the importance of personality in gaming also considering that an increasing sale for these technologies is forecasted in 2020 to be 21 times higher than in 2016 (from US $2.9 billion to US $61.3 billion; Superdata Research, 2017).
UR - http://hdl.handle.net/10447/435176
M3 - Chapter
SN - 978-3-030-60127-0; 978-3-030-60128-7
T3 - LECTURE NOTES IN ARTIFICIAL INTELLIGENCE
SP - 619
EP - 630
BT - HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games.
22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings
ER -