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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Bartle Taxonomy-based Game for Affective and Personality Computing Research</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Laura Z˙uchowska</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Krzysztof Kutt</string-name>
          <email>krzysztof.kutt@uj.edu.pl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Grzegorz J. Nalepa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Applied Computer Science, AGH University of Science and Technology</institution>
          ,
          <addr-line>Kraków</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jagiellonian Human-Centered Artificial Intelligence Laboratory (JAHCAI) and Institute of Applied Computer Science, Jagiellonian University</institution>
          ,
          <addr-line>Kraków</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>51</fpage>
      <lpage>55</lpage>
      <abstract>
        <p>The paper presents the design of a game that will serve as a research environment in the BIRAFFE series experiment planned for autumn 2021, which uses affective and personality computing methods to develop methods for interacting with intelligent assistants. A key aspect is grounding the game design on the taxonomy of player types designed by Bartle. This will allow for an investigation of hypotheses concerning the characteristics of particular types of players or their stability in response to emotionally-charged stimuli occurring during the game.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Studies in the AfG area do not just focus on entertainment.
It can also be part of research projects concerning
education [Dormann et al., 2013] or the design of intelligent
assistants, as in the BIRAFFE series of experiments [Kutt et al.,
∗Corresponding Author
2021a]. In the latter case, games are used as a fully
controllable experimental environment that allows for accurate
monitoring of the user’s interaction with the system [Z˙uchowska
et al., 2020]. This is possible due to the similarities in
humanin-the-loop [Nunes et al., 2015] and affective loop interaction
schemes. However, in order to extend the results of AfG
research to interaction models of intelligent assistants in the
future, careful game design and a system for logging the whole
game context are required [Kutt et al., 2021b].</p>
      <p>The notion of context is understood as a component of
emotion, according to the theory proposed by Prinz [2006].
In this view, context is anything that allows one to interpret
a particular physiological activation and give it an
appropriate interpretation. In the BIRAFFE series of experiments, the
primary contextual information is behavioral data describing
the interaction with the system/game – both the user’s
actions and the stimuli appearing in the system/game. In
addition, demographic information (gender, age) and
personality profiles are collected. Ultimately—when we move from
a game-based experimental environment to real-world
intelligent assistants—external sources of context, e.g., calendar
data, current weather, will also be used. Importantly, once we
have refined the low-level context storage mechanisms
described in this paper, we also plan to attempt to derive
higherlevel context from them, e.g., instead of relying on changes
in the position of individual characters in the game, we will
operate on the information “the player is attacking an enemy”
or “the player is running away from an enemy” instead.</p>
      <p>This paper summarises the work carried out to prepare
the game for the third experiment in the BIRAFFE
(BioReactions and Faces for Emotion-based Personalization)
series. The motivation for developing the game in question was
twofold. The first intention was to improve the
experimental environment based on lessons learned from previous
studies [Kutt et al., 2021a; Kutt et al., 2021b], in particular to
provide a more accurate game context logging system. The
second motivation was to extend the game design to include
different types of interaction for different types of players.
Combining information on the said types with personality profiles
and physiological characteristics—obtained in all BIRAFFE
experiments—will enable broader analyses that could lead to
the identification of a set of characteristics for each type of
player. It will also allow to investigate if and how the types
and characteristics of users change during the course of the
game.</p>
      <p>The rest of the paper is organized as follows. In Sect. 2,
Bartle taxonomy of player types is introduced. The design of
the game with multiple paths for all player types is discussed
in Sect. 3. Then, in Sect. 4 the set of logged contextual
information is described. The paper is concluded in Sect. 5.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Bartle Taxonomy</title>
      <p>The Bartle taxonomy [Bartle, 1997] is created on a 2D space,
where the X axis is described as “Player – World”, meaning
the involvement of real people instead of non-playable
characters (NPC) or world exploring in any way possible. The Y
axis is set as “Acting – Interacting”, which directly implicates
the preference for acting or interacting. Each quarter of the
space defines a different type of player as presented on Fig. 2.</p>
      <p>Acting</p>
      <sec id="sec-2-1">
        <title>Killers</title>
      </sec>
      <sec id="sec-2-2">
        <title>Achievers</title>
        <p>Players
World</p>
      </sec>
      <sec id="sec-2-3">
        <title>Socializers</title>
      </sec>
      <sec id="sec-2-4">
        <title>Explorers</title>
        <p>Interacting</p>
        <p>The achievers’ goal is to act within the world. They wish
to master the game, find the best possible weapon, get all the
points (or achievements). People who take care about ranking
and hierarchy can be considered achievers, therefore every
competitive player is most likely an achiever. Another famous
concept for achievers playing type is grinding – playing a
game as long as it requires to get a desired outcome [Hilgard
et al., 2013].</p>
        <p>Explorers start at simple exploring a topology of a game
(breadth) and end at breaking the laws of in-game physics
(depth), searching and using bugs. They are interested in
interacting with the world. This player type is searching for
knowledge and likes to be praised by others for having it.
While game glitches are fun, players who like to find a
specific, unique places and interesting features are also
considered explorers. Additionally, speed-runners can also be
labeled as a mix between achievers (if ranking is involved) and
explorers.</p>
        <p>For socializers, the most important part of the game is
community and people, relations with them and interactions.
They love to talk, sympathize and joke with others and
appreciate the significance of interacting with players. For some
socializers, observing the gameplay is enough. For others,
some minor exploration can be included, in order to
understand what other person is referring to. The act of killing is
not required nor wanted for such a person to have fun. For
single-player games, the socializer can be more entertained
by making interesting NPC’s with interesting backstory,
multiple dialogue options and arcs, thought-provoking and
engaging plot can be enough for socializer too.</p>
        <p>Killers are a very specific, narrow group of people.
Intentions behind a mind of a killer are clear to some extent. They
enjoy being superior and high in hierarchy, however this is
not in the same nature as achievers. Killers tend to do things
they wouldn’t normally do in real life, varying from
punching a person to brutal murder. They also cherish the fact that
they can do something to real human, who feels emotions
and reacts, instead of NPC. Enjoyment comes from acting on
people. Killers see other people, especially achievers, who
can face the challenge, as their prey.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Game Design with Multiple Paths for</title>
    </sec>
    <sec id="sec-4">
      <title>Bartle’s Player Types</title>
      <p>The main goal of the game is to use the knowledge of player
types in order to get closer to creation of a truly affective
experience. As the BIRAFFE3 experiment is aimed to check
the associations between the gamer’s personality traits,
physiological characteristics and in-game decisions (as introduced
in Sect. 1), the proposed game provides an open world with
as much non-linearity as possible [Gary, 2018]. The
affectivity of the game has also been taken into account in the
design – important choices will be accompanied by emotionally
evocative stimuli, both sounds and images.</p>
      <p>This game is fairly different than previous ones [Kutt et
al., 2021a; Z˙uchowska et al., 2020], as it provides a
pleasant gaming experience – something for everyone, no matter
if a skilled player or casual person with no gaming
background. Multiple point-increasing interaction systems have
been introduced, such as dialogues with in-game characters
(see Fig. 3). The story of each character is very simple, but
rewarding enough to keep it entertaining for a subject [Torta
and Minuty, 2017]. Some tasks and quests can be done for
NPCs, mostly in a cute-bubbly way. In order to achieve that,
all interactable, pickable objects have a type – consumable,
plot, weapon or non-consumable. The next important
interaction type is attack, which allows to kill an NPC or an animal
in game with a previously found and equipped weapon item.
It is important to notice that there is no difference in points
added, whether the action is peaceful or not, the outcome in
terms of points is always the same.</p>
      <p>The sole purpose of the aforementioned affective pictures
and sounds is to induce certain emotions in players, and see
their reactions – the images and sounds will be displayed
after some actions have been made. One of the most important
activities, resulting in revealing a questionable image and/or
sound, is chest opening. Opening such a special chest is one
of many ways to gather points, however there is a trick to
it. There are three types of chests: one with pleasant sounds
and images, second one with 50:50 ratio to get a pleasant or
disgusting image, and the third one which always displays
an unpleasant, gore image. Every chest varies in terms of
amount of points it gives, which may result in an interesting
insight on the subject’s importance of points and horrible
image watching. Of course, some people might not be interested
in gathering points in the first place, which creates a challenge
to overcome, as the images are a crucial part of affective
experience. As far as Bartle taxonomy is considered, all types
of gamers will find a way to see an affective image and hear a
sound on a regular basis during the gameplay. Another ways
to get the subject to look at such a picture include
displaying an UI interface by talking with non-playable characters
or reading boards and interacting with objects. After some
random number of lines of text has been displayed, an image
will be displayed in the background, however there will be no
points for that, and the image will be random. Additionally,
when achievement is unlocked by the player, depending on
its type, a pleasant or undesirable sound will be played.</p>
      <p>The whole game design was made specifically with a view
to pursue the characteristics of each player type from Bartle
taxonomy. Achievers can find multiple weapons and gather
points, look up into current statistics and collect achievements
for certain actions. The amount of points gathered thorough
the game is being shown all the time in top left corner of the
screen. Achievements on the other hand, are only displayed
with the moment of completion (see Fig. 4). The first
achievement will be very simple, in order to show that achievement
gathering is possible, triggering some emotions in subjects
with particular tendencies. Explorers will be interested by
searching for hidden objects on the map and exploiting the
mechanics, as some places have intentionally placed “bugs”
as easter eggs. One of those bugs is an askew collider for
map. In the bottom left corner of the game, there is a
possibility to get out of the map (see Fig. 5) and find a hidden
board with a nice message written on it (see Fig. 6). As for
socializers, NPC are introduced, with their own backstories
and problems to solve. Action with an NPC triggers an UI
with dialogue options (see Fig. 3), allowing to know the
character better and have a conversation. Killers can find pleasure
in killing everybody around and committing acts that would
be considered illegal or immoral in real life.</p>
      <p>
        Technically, according to the assumptions made, the
gameplay time should last 15 minutes. After that time, the game
will end and proceed with the experimental procedure
        <xref ref-type="bibr" rid="ref6 ref7">(as in
other BIRAFFE experiments, see, e.g., [Kutt et al., 2021a])</xref>
        .
There is no possibility to finish game earlier, however there is
nothing that keeps the subject from just standing in place for
15 minutes and stare blankly at the screen. The whole game
was developed with the Unity Engine (https://unity.com/).
4
      </p>
    </sec>
    <sec id="sec-5">
      <title>Logging System</title>
      <p>To conduct a study based on such game, a suitable log
handling had to be added. Similarly to the previous
research [Kutt et al., 2020], logs are created for each subject,
based on their ID defined at the beginning of the experiment.
A proper directory is created, along with all files about the
game. During the gameplay, data containing current state of
the player an the progress is being gathered with 10 Hz
frequency. A log with an ID of subject as the name is written
into JSON file and is being saved in application persistent
data path. Such a log consists of various information about
current state of the game:</p>
      <sec id="sec-5-1">
        <title>1. Timestamp,</title>
      </sec>
      <sec id="sec-5-2">
        <title>2. Location – both X and Y coordinates and area,</title>
      </sec>
      <sec id="sec-5-3">
        <title>3. List of unlocked achievements,</title>
      </sec>
      <sec id="sec-5-4">
        <title>4. Amount of interaction button clicks,</title>
        <p>5. Number of interactions with unique objects,
6. List of particular milestones for NPCs tasks and
dialogues,
7. If talking – name of the NPC, else an empty string,</p>
      </sec>
      <sec id="sec-5-5">
        <title>8. Amount of killed NPCs,</title>
      </sec>
      <sec id="sec-5-6">
        <title>9. Current equipped weapon,</title>
        <p>10. Points and health,
11. List of items gathered,
12. List of opened chests,
13. ID of played sound and image.</p>
        <p>The log file can be separated into groups. The first two
items (items 1-2 on the list) are purely about the position over
time of the protagonist, which may help with visualization
or classification of commonly walked places in game. The
“area” is a term describing important places in the world
identified by arbitrarily prepared colliders (see Fig. 7). Second
group (items 3-12) contains the characteristics of players
behavior – did the protagonist gather achievements? Was s/he
talking with NPCs? Maybe the subject was killing them? If
so, with which weapon? How many points were gathered,
etc. This section of logging system is supposed to help in
analysis the most, as the heart of information about a pattern
of playing. The last item (13) is for affect-related analyses –
the ID of sound and image displayed after event.</p>
        <p>Another log file contains the data about current state of the
world. The characters are moving all the time, therefore their
location needs to be written down as well – the position of
each character can have an impact on each gameplay.</p>
        <p>Finally, the last file, which is the same for all players, is
the static map of the game world. It consists of information
about the starting position of items, colliders, houses, etc. It’s
purpose is to allow for possible future visualization of events
and analysis of collider interactions between the player and
the world.</p>
        <p>Keeping the Bartle taxonomy in mind, the log can be
also separated into items related to specific gamer types. In
terms of achievers, the information about points gathered and
achievements unlocked is written, along with particular
milestones for NPC’s quests. The latter can also be used as a
socializer trait, which is why the data on dialogue options
clicked is also being saved – who was the player talking to.
As for the explorers, the amount of unique objects interacted
with together with the amount of interaction button clicks,
chests opened and list of items is written into the file. Finally,
for the killers, the data on the amount of NPC killed and type
of equipped weapon is logged.
5</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Summary and Future Work</title>
      <p>The BIRAFFE series of experiments, which has been
running for several years, focuses on the development of
interaction models for personalised intelligent assistants based on a
range of contextual information about the user: physiological
signals collected with low-cost wearable devices, personality
assessment, behavioural data describing the interaction with
the system, and external sources of context (such as current
weather conditions). A means to the goal is to use games as
a stimulus-rich yet fully controllable experimental
environment.</p>
      <p>This paper presents the design of a new affective game
to be used in the BIRAFFE3 experiment, scheduled for
autumn 2021. In addition to addressing the weaknesses found
in previous games, a new contribution of using Bartle’s
taxonomy during interaction design is introduced. This will enable
post-experimental analyses focusing on determining the
characteristics of specific user types or investigating the
stability/variability of player type in response to positive/negative
stimuli associated with their in-game interactions. We
believe that inclusion of Bartle player types into both the design
of the affective game, as well as data analysis about player
interaction with it, provides a new and important source of
context.</p>
      <p>Finally, the post-experimental analyses will also focus on
creating a catalogue of interaction patterns, which will be the
basis for creating an improved version of the game, allowing
the gameplay to adapt to the player’s emotions, i.e.,
implementing a full affective game feedback loop. This will thus
allow a transition from a “Detection and measure” approach
to an “Integral approach” according to the Lara-Cabrera and
Camacho’s taxonomy [2019].</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>The research has been supported by a grant from the
Priority Research Area Digiworld under the Strategic Programme
Excellence Initiative at the Jagiellonian University.</p>
    </sec>
  </body>
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</article>