• Natale Letizia
4. term, Medialogy, Master (Master Programme)
The pervasiveness of technologies drives users more towards
anthropomorphist tendencies. Guided from the curiosity on the
subject and the mind duality human-animal, this project has
investigated how believability for human and animal agents
express a qualitative communication, in relation to emotions.
Using the theory for believability on humans and animals, is of
an help on understanding how differently the intelligences and
human capacities should act accordingly to other living beings
aptitudes, expressed as differences on ways of playing and
learning. Clever hypothesis can justify doubts on attributing
intelligence to persons acting against a proper ecology of living
beings, as it is the case for games with destructive goals – the
example bloodsports. Living on a time period where technology
is ubiquitous to our 24h/24 of the day, direct interactions tends
to be reduced, giving more chance to phenomena of
anthropomorphic interaction. With this hypothesis, interactions
of users on computer games for simulations are proximal to the
level of a natural interaction, while for the same action of
playing that specific computer game involving an interaction
between non-conspecific can be of training for understanding
general attitudes of interaction with that creature. With the
hypothesis that aggressiveness is an undesirable affective
component, this thesis investigates the role of aggressiveness
induction and gameplay experience changes within the same
scenarios as lowering of quality of the overall other expressed
emotions, and as contrasting the desirable altruism, good
communication, empathy and nurturance, as it is expressed on
pet caring.
Publication date1 Jul 2010
Number of pages116
ID: 33749690