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Study Finds Player-Character Relationships Affected Game Satisfaction in the Last of Us Part II
Research analyzed player experiences with a polarizing game and found differences in how the players related to their characters The action adventure game ‘The Last of Us’ was a big hit worldwide in 2014. However, its sequel, the Last of Us Part II divided opinions in the game community when it was released in 2020. A research team from the Games and Life Lab in the Graduate School of Culture Technology at KAIST analyzed why the game players’ reviews were so polarized and found that player-character relationships influenced the game players’ satisfaction. This study, published in Frontiers in Psychology, will help developers of character-driven games foresee how different players will react to their games. The team under Professor Young Yim Doh conducted in-depth interviews with 12 players from diverse nations, both those satisfied and dissatisfied with the game. The team found that three elements affected the game players’ satisfaction. First, players’ satisfaction varied according to their tolerance of forced character switches. When a player is forced to switch their controlled figure in the game to another character that is introduced as the antagonist, most players initially had a negative reaction. The feeling of being forced to play in a way they didn’t want reduced their rights as a player. However, later on, some players viewed this character switch as an interesting transition and were more tolerant toward forced game play. Second, the researchers found that the flexibility of character attachment is related to game satisfaction. Players who were unhappy about the game resisted building a relationship with the new antagonist character. Meanwhile, players who were happy about the game slowly formed an additional relationship with the new character. This led to the player feeling conflicting emotions, which satisfied players considered a meaningful experience of understanding a perspective of someone initially considered the enemy. Lastly, the satisfaction of the play depended on how much the players could accept a changing character image in the game. Dissatisfied players found inconsistencies in the characters’ behavior and did not accept the new information about the characters. Meanwhile, satisfied players tried to understand and accept the new information and actions. “Previous research on narrative games focused more on the game design than on the players’ experiences. To understand why reactions to the game were very different across players, we focused our research on differences in the players’ psychological experiences with the game.” said lead author and Master’s candidate Valérie Erb. Co-author Dr. Seyeon Lee added, “This suggests that there is no one way to satisfy all players in a character-based narrative game. To satisfy a game’s players, it is important to understand the different players in the player base, target the right player group, and manage expectations accordingly.” This research was supported by the Year 2020 Culture Technology R&D Program by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. -PublicationErb V, Lee S, and Doh YY (2021) “Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II” Frontiers in Psychology. 12:709926. (https://doi.org/10.3389/fpsyg.2021.709926) -ProfileProfessor Young Yim DohGames and Life LabGraduate School of Culture TechnologyKAIST
2021.11.15
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FinTech Conference by KAIST, EDHEC-Risk Institute, Princeton, and Tsinghua
KAIST will partner with EDHEC-Risk Institute, Princeton University, and Tsinghua University to host a series of annual rotation conference on FinTech. The inaugural conference will be held in Princeton on April 26 and is entitled ‘Four-University Rotating FinTech Conference: Wealth Management Systems for Individual Investors.’ The conference will facilitate discussion among all interest parties of academics, practitioners, and regulators from around the world. Professor Woo Chang Kim of the Department of Industrial & Systems Engineering will represent KAIST. Professor Kim is also the head of the Center for Wealth Management Technologies at KAIST. In addition to Professor Kim, leading experts from the US, Asia, and Europe will present at the conference, including Andrew Yao (Turing Award recipient and founder of IIIS FinTech Center at Tsinghua University), John Bogle (founder of the Vanguard Group, and president of the Bogle Financial Markets Research Center), Lionel Martellini (director of EDHEC-Risk Institute), John Mashey (Bell Labs/Silicon Valley computer scientist/corporate executive), and John Mulvey (professor and founding member of the Bendheim Center for Finance at Princeton University). This year’s conference will feature following sessions: · Mass-Customization of Goal-Based Investment Solutions: The New Frontier in Digital Wealth Management Services · Goal-Based Investment via Multi-Stage Stochastic Goal Programming for Robo-Advisor Services · Big Data – Yesterday, Today and Tomorrow · Applying Machine Learning Concepts for Asset Allocation and ALM · FinTech: Drawing Strengths from Computing Theories · Savings and Investing to Achieve Retirement Goals: An Update Given Current Market Assumptions · The Rise of Robo-Advisors: A Threat or an Opportunity for the Wealth Management Industry? The conference will include the participation of official partner Samsung Asset Management.
2017.04.20
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