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Abstract
In this study, surveys and interviews were conducted with ten participants concerning
their opinions of AI in RPGs and their evaluations of systems that were hypothesized to have
some effect on immersion: conversational AI, interactive narrative systems, and pathfinding AI.
A correlational analysis was undertaken based off the point-scales provided with the questions
and the qualitative reasoning provided by most participants was examined through a thematic
analysis to look for common lines of reasoning and explanations for any trends in the data. This
resulted in three questions with high means of 4 or higher, four questions with moderately
positive means of 3.5 or higher, and one question with a moderately negative mean of 2.5 or
lower, and twelve correlations. Once evaluated based on the qualitative data, conversational AI
and pathfinding AI were found to have the most positive effects on information, though faced
some difficulties when tested in the study, and interactive narrative systems produced mixed
Introduction
Artificial Intelligence (AI), or "the ability to acquire and apply knowledge” (Yildirim, &
Stene, 2010) by an artificial entity, has existed for many years and been used in a variety games,
ranging from real-time strategy games to first person shooters, but in Role-Playing Games
(RPGs), an issue has emerged in its use. In some notable releases such as Fallout 76 (Bethesda
Softworks, 2018), games have faced criticism over their implementation of AI. For instance, a
critique of Fallout 76 from the online review of Attack of the Fanboy, a video game reviewer,
included a section on the subpar AI of the game (Hanson, 2018). While some of these issues
were ultimately due to mistakes made in coding the AI (Hanson, 2018), it is possible that this
even detrimental to immersion, a factor linked to player enjoyment in RPGs (Knutson, 2006).
One reason this may be the case is the lack of literature that explores the connection between AI
and immersion, especially in RPGs. This suggests that little research has been conducted to fully
explore this connection and, as a result of the lack of research, game developers do not have the
knowledge to enable them to create AI that can optimally increase immersion. To address this
issue, this study will use a series of interviews, which include questions meant to discern how the
participants link AI to immersion and analyze their data to attempt to answer the question of to
Literature Review
From the advent of Artificial Intelligence (AI) to the modern-day, its purpose in
applications has been widely debated. In 1997, it was theorized in Strategic Directions in
Artificial Intelligence, an article from the long-running and respected publisher on artificial
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understand the psychology and behavior of people, animals, and artificial agents”, and “making
working with computers as easy and as helpful as working with skilled, cooperative, and
possibly expert people” (Doyle, & Dean). These aims have resulted in various fields of AI, such
as its use in robotics (Smith & Eckroth, 2017), but more important to this study is how these
aims have aided the creation of AI in Role-Playing Games (RPGs). Specifically, the aims
pertaining to the understanding of the psychology and behavior of people, and “constructing
intelligent machines” (Doyle, & Dean) have aided game designers in the fulfillment of RPGs
using a mix of simulation, ludology, or the use of game theory with the aim to improve and
understand the design of an optimal player experience, and narratology, or the use of narration,
to invoke player enjoyment (Balducci et al., 2017). More commonly however, these factors
relate to “an experience of feeling deeply engaged with the medium" (Qin, Rau, & Salvendy,
Immersion itself has been researched in multiple studies with the aim of determining
what factors best fall under it. For instance, Measuring Player Immersion in the Computer Game
Narrative (2009), designed two thirty and twenty-seven question surveys based on six factors:
Curiosity (“Arousal of senses and cognition and attraction to explore game narrative”),
the structure and content of the storyline”), Control (“Ability to exercise a sense of control over
the characters and the game world”), Comprehension (“Some relative difficulty in the game
narrative for players”), and Empathy (“Mentally entering into the imaginary game world”) (Qin,
Rau, & Salvendy, 2009). This survey was then hosted on a website and received 634 valid
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responses primarily from a demographic made up of students and people aged 20 to 30 (Qin,
Rau, & Salvendy, 2009). Based on the survey data, the researchers concluded that a new factor
called “familiarity”, which referred to “what degree players familiar with game playing had
different experiences", was needed and concentration was expanded to include the player
thinking about the game outside of playing it and the curiosity dimension was expanded to
include “the players’ activity and inner experience while the players had strong desire to explore
unknown parts” (Qin, Rau, & Salvendy, 2009). However, results from a study called Measuring
and Defining the Experience of Immersion in Games (Jennett et al., 2008) researched their own
set of five factors and found a slightly different conclusion with a set of factors called “Cognitive
appearing to suit RPGs best based on the responses from the surveys they ran with a similar
demographic of young students. Furthermore, the authors of Measuring Player Immersion in the
Computer Game Narrative (2009) had also published Player Immersion in the Computer Game
Narrative in 2007, in which they used similar methods although with only 340 respondents, and
determined perception, cognition, motion and emotion to best fit as the factors of immersion in
RPGs (Qin, Rau, & Salvendy, 2007). Due to these varying ideas of what factors should be used
for player immersion and the subjective nature of surveys, the factors shared most between these
studies may be the most optimal potential factors until further research is conducted, which are
for the most part focus (the ability for the player to be distracted from outside elements by the
In addition to the importance of determining which factors best fall under immersion,
research has also been conducted, although indirectly in many cases, into which forms of
Artificial Intelligence (AI) are most important in impacting and studying player immersion. One
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such form that has not been directly studied in relation to immersion is AI pathfinding, which is
used to automatically design the route an AI-controlled object or player will take in the in-game
world. The reason this type of AI is related to immersion is due to its connection to control, a
factor linked to all three of the aforementioned studies into immersion, or rather the player’s
that explains its importance from Measuring and defining the experience of immersion in games
is the use of the “hazard training course” from Half-Life (Valve Corporation, 1998), a popular
first-person shooter, by participants to give them a “sense of control and autonomy” (Jennett et
al., 2008). This experience by the players involved them determining and navigating paths for
themselves in differing conditions and suggested higher immersion arising from increased
control (Jennett et al., 2008). Thus, these same principles could be applied to AI pathfinding
because NPCs are usually designed to take the place of characters that players cannot play and
therefore must often obey the same rules and logic of the player, so an AI’s method of navigating
itself may impact the degree of control the player feels the AI can exert over itself. This is
similar to the player’s degree of control, one of the commonly accepted factors of immersion, so
it may have an impact on the player, especially when the AI’s degree of control interacts with the
player’s control.
connections to and usefulness for player immersion. A notable example that illustrates the rise of
AI-generated conversations is Can machines think? A report on Turing test experiments at the
Royal Society (Warwick, & Shah, 2016). In this report, an AI called “Eugene” was designed to
emulate and create human dialogue to pass the Turing Test, in which 33% of judges had to be
unable to determine that it was an AI (Warwick, & Shah, 2016). During the test, it used the
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imitation of a “13-year old Ukrainian boy” to convince ten out of the thirty judges that it was a
human, and thus it passed the Turing Test as the first AI to do so (Warwick, & Shah, 2016). This
represents not only a major accomplishment in the development of AI, but also a substantial
NPCs, especially in dialogue, giving the player more versatility in how they interact characters.
Specifically, the player could interact with NPCs in ways not initially designed for by the
developers of the game, allowing the player to exercise more control and experience an increase
in empathy (Qin, Rau, & Salvendy, 2009) due to a higher level of engagement enabling higher
mental involvement with the game world. Therefore, AI-generated conversations like Eugene
(Warwick, & Shah, 2016) pose substantial opportunities for increasing immersion and could be
studied to determine how they impact reported player immersion, making it a considerable point
of research.
One last aspect of AI in RPG game design that is linked to player immersion is
interactive narrative systems. These forms of AI refer to the use of AI to change the events of the
game world “to immerse users in a virtual world such that they believe that they are an integral
part of an unfolding story and that their actions have meaningful consequences”, which is
keeping the story the developers created intact and modifying it based on player actions (Riedl,
& Bulitko, 2013). This system has shown its usefulness in games such as Façade (Mateas and
Stern, 2003), an independently developed JavaScript game that heavily uses the concept, by
increasing player control over the game world (Qin, Rau, & Salvendy, 2009) and emotional
involvement (Jennett et al., 2008) due to all player actions bearing some form of consequence in
the game world, thus making player choices more impactful. Therefore, interactive narrative
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systems can be used to study the effects of these factors on player reports of immersion and
Research into immersion provides many possible benefits, although in the context of this
study, these benefits mostly pertain to RPGs and similar playable applications. In RPGs,
player enjoyment. This increase in player engagement would be worth pursuing by game
developers because it has been linked to increased sales of microtransactions, a form of revenue
from video games (Hamari, 2015). In other words, if an increase in immersion is secured, as this
study endeavors to do, then game developers could benefit from increased profits as player
In addition to this benefit for game developers, increased immersion can also improve the
effect of more practical applications like Virtual Standardized Patients (VSPs) and “learnbots”
(Kowald, & Bruns, 2019). VSPs are medical simulations in which an AI controls a patient whilst
the player attempts to treat them (Talbot et al., 2012). This application is meant to teach medical
students how to perform treatments without physically conducting them (Kowald, & Bruns,
2019), so increased immersion could potentially aid the student’s experience by making it more
in line with physical operations, which would better prepare them for conducting real operations.
Similarly, Learnbots would gain benefits pertaining their ability to teach as well since they refer
to programs that simulate situations with the intention of teaching the player specific tasks, such
as the qualifications for an official forklift license in “Who Wants to Be a Forklift Operator?”
(Kowald, & Bruns, 2019). By improving immersion in applications such as this, the simulation
may prove more conducive to teaching the player as they are better able to engage with the
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simulation and its tasks. Therefore, based on the aforementioned benefits, researching ways to
improve immersion with AI as this study endeavors to accomplish may give opportunities for
As well as the potential benefits of the research, this study may also address a gap in the
literature currently available: the lack of research into the effect of AI on immersion, specifically
in RPGs. While the two subjects may have been studied independently in conjunction with
RPGs, such as in Bernacchia and Jun'Ichi's article AI Platform for Supporting Believable
Combat in Role-Playing Games (2014) that explored AI in RPG combat, neither have been fully
researched together to determine how AI may affect immersion in RPGs. Thus, this study is
designed to accomplish exactly that purpose and work towards addressing this gap by examining
how the most probable factors of immersion are affected by three types of AI likely to have
Methods
An integral first component of the methodology was deciding which factors of immersion
would be examined. To determine this, the three previously conducted studies on the factors of
immersion, mentioned in the literature review, were read through and the factors shared between
them were compared. These factors which seemed to be mentioned the most are focus (the
ability for the player to be distracted from other elements by the game), control (the degree to
which the player can interact with the in-game world), and empathy (“mentally entering into the
imaginary game world”) (Qin et al., 2009). Each of these factors were found to be probable
elements by the studies, which conducted their own surveys within college bodies to gather data,
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thus, they are at the very least backed by current research and members of the field of video
From these factors, eighteen questions (Appendix A) were designed to ask every
participant. Of these questions, fourteen were given point-scales that the participant must first
answer by, allowing this numerical data to later be used as quantitative data for a correlational
analysis. Another four questions were designed with the pathfinding of AI as a central topic due
to its widespread use in video games to give NPCs, or non-playable characters, movement and its
ability to affect a player’s focus with the possibility of being illogical to the player and thus
damaging the illusion of a functional in-game world for the player. Following this topic, five
questions were designed with the central topic of AI-generated conversations for the player
which was chosen because this topic represents a viable way to improve RPG AI by enabling AI
to react to player dialogue not expected by the developers and thus increase player engagement
with and control over the in-game world. Then, the last multi-question topic of the survey was
about interactive narrative systems and includes three questions. This was included due to the
system showing potential in research, but also in small-scale games (Riedl et al., 2013) due to
giving the player control over the events and story of the in-game world, and if its successfully
implemented, it could possibly enable greater empathy if the AI-controlled NPCs respond
appropriately to the player’s actions. Besides these topics, the other six questions are directly
related to the factors, such as asking whether they prefer more human-like AI, which refers to AI
that attempts to make logical choices based on their NPC’s previous actions and attributes in the
in-game world, or more efficient AI, which only attempts to accomplish a specific goal. The
given question relates to focus and empathy because it is about what degree to which they want
the AI to take into account and act upon factors of the in-game world.
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To select participants for the survey, permission was first requested from the AP
Researcher teacher for sending an informatory email about the study to all students within the
high school and permission was sought with the IRB for ethic approval. Permission was given,
along with IRB approval, allowing the informatory email to be sent to all students at the high
school — explaining the purpose of the research, a possible benefit being increased knowledge
on AI, and an estimated interview time of thirty minutes. The decision to use the student body of
the high school was taken due to this being the most feasible option to obtain participants and
there being a high degree of students acquainted with the concept of AI and RPGs, although their
ages are dissimilar to those of the college students in the previous studies on immersion that have
been previously cited. Ten to twenty participants were estimated to be needed for the process due
to the study operating at a much smaller scale and including less factors than the previously cited
studies. For the students that responded to the email, more detailed information on the survey
process, such as the number and types of questions, was given along with the assent and consent
forms for them and their parent or guardian to sign. Once signed, a date for the interview was
determined or, in many cases, an online survey version of the interview was offered due to time
restrictions for most participants. Once the interview took place, an audio recording of the
interview was taken if the participant grants their permission for it. This was done to increase the
accuracy of the recorded data and reduce the time required for notes to be taken about the
participant’s answers. Throughout the interview, the participants were provided visual examples
(Appendix B) of the AI systems being discussed along with definitions to enable them to
understand the topics and give their most certain answers. Following the end of the interview, the
participant was asked if the analysis of their opinions made throughout the interview is correct to
Following the conclusion of the interview and survey process, the quantitative data from
that process was used to create a table of the data in Microsoft Excel, a commonly used table and
chart creator, for each question (Appendix C). The table displayed the answer given for the
question by each participant and group the answer into the column for the answer. Next, the
statistical mean value of each point-scale question was taken, using the equation mean=sum of
all points given by participants/answers given to the question. If a mean for a question was 1.5
more or less than the highest or least possible value, then it was considered a possible trend with
that associated value. To determine its validity and where it may come from, the qualitative data
given by participants for that question or topic was analyzed to determine if there was common
reason given for associated answers by participants and correlations between the answers to each
question were made to determine whether any factors played into the answers of students, such
as the level of experience with RPGs. Each correlation was also examined to determine whether
it was explainable by determining how related the questions themselves were, with a thematic
analysis of similar concepts or methods in the answers. If no explanation was found, then the
trend was marked as notable but not a cause for further research by itself. If an explanation was
found, then the trend was noted with its cause and labelled as a potential source of further
Results
Following the interview process, the raw quantitative data was gathered and is displayed
in chart form below (Figure 1 and Figures 3-15). By averaging them, three questions resulted in
high means of 4 or higher, four questions returned moderately positive means of 3.5 or higher,
and one question returned a moderately negative mean of 2.3. For the three questions with high
means, Question 5 had no significant correlations with other questions but did have some
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common concepts in its answers, such as efficiency for pathfinding being equated to human
correlation of –0.5 with Question 15, and Question 8 had two explainable positive correlations
and one explainable negative correlation. As well as this, the qualitative-based questions resulted
in 90% agreement over the answer for Question 10, which pertained to whether the participants
thought the AI in the Turing Test section was the first or second entity. The participants
predominantly chose the second entity that was in fact the AI and causation for this choice was
provided by the reasoning of participants for this question and the relatively low mean of 2.6 for
Question 12, which asked how human-like the second entity was, compared to the higher mean
of 3.5 for Question 11, which asked how human-like the first entity was. Furthermore, the
answers to Questions 17 and 18 provided a total of five other types of AI that could be
investigated in future studies, although, no research was conducted during this study to
determine whether that is necessarily worth the time and resources, only that a select group of
players brought them up as concerns in RPGs. Located in Appendix C is the full table of means
and correlations, while below in Figure 1 is a radar chart of all the means and Figure 2 is a table
of each correlation, regardless of the questions’ means, and their possible explanations
Figure 1: Statistical Means for all Eighteen Questions and the Alternate 5-Point Versions of Questions 8 and 13
Figures 9 and 10: Correlations of Questions 8 (5-point scale version) and 9 with Other Questions
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Figures 13 and 14: Correlations of Questions 13 (5-point scale version) and 14 with Other Questions
Discussion
Limitations:
Based on the nature of this research as a mixed methods study involving surveys, there is
a degree of limitations that must be noted. One of which is that the surveys and correlational
analysis in this study could have incurred the issue of random responding, which is when
“randomly responding individuals are assumed to choose one out of a fixed number of response
options, and they are also assumed to do so truly randomly such that each possible response to an
item is equally likely to be chosen” according to researcher Credé’s paper Random Responding
as a Threat to the Validity of Effect Size Estimates in Correlational Research (2010). However,
this potential effect may have been negated using the reasoning by many participants to justify
their answers, though there still were some responses with no reasoning provided. Also, the work
of David Driscoll et al. in Merging Qualitative and Quantitative Data in Mixed Methods
Research: How To and Why Not suggests that a severe disadvantage of processes focusing on
transforming qualitative data into quantitative data, which was conducted in this study through
the use of a five-point scale akin to a Likert scale, is “the loss of depth and flexibility that occurs
when qualitative data are quantitized” (2007). An attempt to negate this problem in the study was
using the qualitative data to supplement or provide reasoning for the quantitative data, however,
as is also mentioned in the aforementioned study, the integration of the two data types is a
difficult process that can be time-consuming, so the process was simplified for this study to
simply provide reasoning for correlations and means, and potential areas of further research.
Therefore, it is possible the insights gathered from the data of this study were limited by the
Among the ten participants, some general data was able to be gathered about them that
pointed towards potential limitations. The two most significant pieces of data concerning the
participants themselves was their reported level of familiarity with RPGs and AI. For both,
participants generally reported to be not familiar with them either in practice or in concept,
which is indicated by the mean of 3.15 out of 5 for RPGs and a moderately negative mean of 2.3
out of 5 for AI. For comparison, the study Building Better Bad Guys: A New Framework for
Game AI Design, conducted by researchers from Queensland University of Technology for the
and realism of First Person Shooter AI, reported that over 80% of its participants had played a
similar game to the one they were examining (Conroy, & Wyeth, 2010), indicating a high degree
of familiarity with the genre overall among their participants which differs from the very
moderate mean for knowledge of RPGs in this study, with one participant also mentioning they
“have never played actual role playing games”. This suggests that this study’s participants likely
had a lower degree of familiarity with the game genre being studied than those of other studies
and could have impacted the results, such as players who played a light amount (less than six
hours each week) may have been more likely to report negative effects according to The
Correlation of Immersion and User Satisfaction in Video Games (Knutson, 2006). Furthermore,
the low degree of familiarity of AI could have impacted the moderate negative correlations it had
with three questions, which all pertained to either how natural or human-like an AI was.
However, this correlation appears to mostly not have affected the responses and reasons for these
questions, except for Question 12 – indicating that this potential limitation only had a very slight
effect. Lastly, the number of participants itself poses a serious limitation as ten participants is a
low amount compared to studies into the same field such as Measuring and defining the
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experience of immersion in games, which had 244 participants (Jennett et al., 2008). Thus, this
study’s results are likely not enough to make any major conclusions pertaining to its field,
though they can still be compared to other studies and used to recommend further research.
Human-like AI:
One of the major subjects of this study was whether human-like AI or more efficient,
challenging AI was more immersive for players. The distinction between these two forms of AI
is that human-like AI is made with the intention of it emulating both the efficiencies and
its role in the game, creating more challenge, but also potentially acting out of character. When
asked which option they preferred, five out of the ten were in favor of human-like AI, three were
against human-like AI, and two offered mixed responses. Those who were in favor of human-
like AI often cited increased realism as their reason for doing so while those against usually did
so over a preference for the enjoyment gained from completing challenges. Based on the factors
of immersion from studies like Measuring Player Immersion in the Computer Game Narrative
(Qin, Rau, & Salvendy, 2009), the reasoning in favor of human-like AI most lines up with the
factor of focus, as realism allows the game to “hold (their) attention” according to two
participants. Thus, combined with the participants favoring human-like AI more, this form of AI
is amenable for immersion, however, the results of systems like conversational AI meant to
utilize this must also be examined to determine whether it is possible at the current time to create
Conversational AI:
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The major type of human-like AI examined in this study was conversational AI. From the
surveys and interviews, this form of AI was found to have many links to immersion, with a high
mean of 4.5 out of 5 on Question 8. Based on responses often linking past experiences to their
reasoning, it appears that a decent degree of success has already been achieved with
conversational AI that has allowed for these positive experiences. This matches with the reported
effective use of conversational AI from the paper New Learning Scenarios with Chatbots –
Conversational Learning with Jix: from Digital Tutors to Serious Interactive Fiction Games on
the Jix program by time4you which is utilized as a digital tutor (Kowald, & Bruns, 2019).
However, the correct answers of all but one participant for Question 10, which asked the
participants to guess the AI apart from the human among two entities, suggests that the
technology is not fully developed yet. This is because the AI from that section had passed the
Turing Test according to Can machines think? A report on Turing test experiments at the Royal
Society (Warwick, & Shah, 2016), which was argued by Harvard professor of Computer Science
Stuart Shieber in The Turing Test as Interactive Proof to still be able to determine whether an AI
could be regarded as intelligent (2007), thus, it should have had a moderate chance of remaining
unknown to the participants but was not due to a 90% guess-rate. Therefore, this form of AI may
not be amenable to the focus or empathy (Qin et al., 2009) elements of immersion if this failure
disrupts the experience of the participants, which it did according to multiple participants on
overuses human vernacular, and fails to meet “the Maxim of Relation and Manner layed out in
Grice's Maxim's of Conversation.” From these topics, it is possible further research into
conversational AI can be designed to fix these problems in its variants to result in positive effects
One system of AI that was investigated in the study and appeared amenable to immersion
based on previous papers was interactive narrative systems. However, the effect of interactive
narrative systems was found by participants to be minimal for Question 14 with a mean of 2.9
out of 5 and Question 13’s 3.1 out of 5 mean for the impact of player choice implied even a
version of the system that did increase player choice would not be considered very immersive by
players. This is in contrast to Riedl and Bulitko’s study that established the purpose of interactive
narrative systems to be increasing immersion with increased choice (2013), instead this aligns
with the idea put forth by Szilas, who is associated with the Department of Computing of the
University of Geneva, that there is an inverse relationship between how interactive a game is and
how important the narrative is (2007). Thus, due to many participants citing the importance of
the narrative over interaction, interactive narrative systems may be hindered by their emphasis on
or negative.
AI Pathfinding:
One last aspect of RPG AI that could provide important insights was AI pathfinding,
which was covered in Questions 4 through 7. The first two questions pertaining to a general A*
pathfinding algorithm resulted in lower means for how logical or natural the paths generated
were. This would suggest that the any-angle pathfinding algorithm of Questions 6 and 7 would
be considered more immersive with their means of 3.7 and 4.67 respectively due to the apparent
link between naturalness and the level of immersion, according to Investigating the impact of
method of immersion on the naturalness of balance and reach activities, which investigated how
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the naturalness of human movement may impact immersion in virtual reality rehabilitation
programs (Sander et al., 2006). Thus, it appears that pathfinding may improve immersion when
applied correctly, although this study was unable to determine which factors of pathfinding affect
the naturalness of it, as the other factor – logic – was not correlated with either of the questions,
instead there was a strong correlation between the two questions about the naturalness of the
pathfinding itself. This correlation appears to simply be a result of the same line of reasoning
being used by participants in both questions to find the latter AI more natural, whereas the lack
of a correlation between the natural and logical factors seems to reflect the varying opinions of
the participants concerning logic’s connection with naturalness – with some participants arguing
that a person would have to be “very analytical and calculated, like a computer” to use the same
logic as the AI while some argued that same logic was exactly why the movement was natural.
Therefore, further research is warranted to determine what factors of pathfinding may impact
immersion and naturalness, and to determine whether the findings of this study are reflected
Conclusion
correlational analysis, certain types of AI have appeared to impact and even benefit a player’s
level of immersion in RPGs. Further research is still required to ensure whether the findings of
this study pertain to larger cohorts than that of a small high school group and to determine what
factors of conversational AI and AI pathfinding can affect immersion, but this already does pose
an important consideration for developers of RPGs and other programs dependent on immersion,
such as VSPs (Talbot et al., 2012). That is, whether systems like conversational AI similar to
Eugene from Warwick and Shah’s 2016 study on Turing Test AI. should be adapted for video
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game use or should that wait until they can more reliably fool users. In addition, players
mentioned AI disconnected from the in-game world, AI designed to block off certain areas,
neural networks, and unrealistic characters or reactions as affecting immersion, though their
mentions by players may not be enough to warrant research. In all, the understanding of the
connection between AI and immersion provides key insights for game and program
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Quantitative Data in Mixed Methods Research: How To and Why Not. Ecological and
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https://digitalcommons.unl.edu/icwdmeea/18
https://store.steampowered.com/app/70/HalfLife/
https://attackofthefanboy.com/reviews/fallout-76-review/
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., Walton, A. (2008).
https://doi.org/10.1016/j.ijhcs.2008.04.004
Knutson, M. (2006). The Correlation of Immersion and User Satisfaction in Video Games. 6th
https://cs.winona.edu/cs-
website/current_students/Projects/CSConference/2006conference.pdf#page=26
Kowald, C., & Bruns, B. (2019). New Learning Scenarios with Chatbots – Conversational
Learning with Jix: from Digital Tutors to Serious Interactive Fiction Games.
https://doi.org/10.3991/ijac.v12i2.11176
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Qin, H., Rau, P.-L. P., & Salvendy, G. (2007). Player Immersion in the Computer Game
https://doi.org/10.1007/978-3-540-74873-1_60
Qin, H., Rau, P.-L. P., & Salvendy, G. (2009). Measuring Player Immersion in the Computer
Riedl, M. O., & Bulitko, V. (2013). Interactive Narrative: An Intelligent Systems Approach. AI
https://www.aaai.org/ojs/index.php/aimagazine/article/view/2449
Sander, I., Roberts, D. J., Smith, C., Otto, O., & Wolff, R. (2006). Investigating the impact of
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%3DProceedings_of_the_6th_International_Con.pdf&Expires=1619013939&Signature=
dsJ9sHwnz7K6gIzqf9bcbY6DG35JTKxioZIaOYdxf9hoDuwLflEA2cH8Wm-4w-
IF9seWknTdiWD0cMvcupytBxbqo~OQ6Nfx432bCYAm6M0gzYD6xFmE6Qi~Br6iTft
K3tyG6hdHJg2yvD5oCV4vllc9EQJQ7Z6i~PiYuFiwGWiNn~Gowo~eeDtD1v5SsK-
7W2k0N52ZVUBzGcofYFKPK62xJrnhsi8avXHKfP88TVKtzSXcKEWeiuU2CkdL-
5v7r2o3GW3OrNHJxcYXjC9b5933fGk3BKraul4oq0Vx3n1uY~LC-
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CypxgwVqvN0gPBWbWjKDDF5RZIBo8JyyvjdCg__&Key-Pair-
Id=APKAJLOHF5GGSLRBV4ZA#page=344
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Warwick, K., & Shah, H. (2016). Can machines think? A report on Turing test experiments at the
Royal Society. Journal of Experimental & Theoretical Artificial Intelligence, 28(6), 989–
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from https://www.intechopen.com/books/modeling-simulation-and-optimization-focus-
on-applications/a-survey-on-the-need-and-use-of-ai-in-game-agents
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1. How familiar are you with RPGs based on a 1-5 scale, 1 being that you have never or
2. How familiar are you with RPG AI based on a 1-5 scale, 1 being that you know nothing
3. Would a game that used more human-like AI or more challenging, efficient AI be more
4. (Show Participant an example of an A* algorithm in use) How natural would you feel
this movement was in an RPG based on a 1-5 scale, 1 being that it would break the game
experience for you, 5 being that you could believe it was a real person?
5. (Show Participant the example of an A* algorithm in use from 4) How efficient would
you feel this movement was in an RPG based on a 1-5 scale, 1 being that it is entirely inefficient,
6. (Show Participant an example of an any angle pathfinding algorithm in use) How natural
would you feel this movement was in an RPG based on a 1-5 scale, 1 being that it would break
the game experience for you, 5 being that you could believe it was a real person?
7. (Show Participant the example of an any angle pathfinding algorithm in use from 6) How
efficient would you feel this movement was in an RPG based on a 1-5 scale, 1 being that it is
entirely inefficient, 5 being that it creates a path in the most logical method?
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8. How important to an RPG is the ability of NPCs to have human-like conversations based
on a 1-3 scale, 1 being unimportant, 2 being that it varies too wildly in importance to be
9. (Show two transcripts of AI-generated dialogue from “Can machines think? A report on
Turing test experiments at the Royal Society”) Viewing these transcripts, how certain would you
be in determining whether at least one of the entities is an AI based on a 1-5 scale, 1 being
completely undiscernible, 5 being you feel confident in your ability to determine the AI-
controlled participant?
10. (Show the transcripts of AI-generated dialogue from 9) Which of the entities would you
11. (Show the transcripts of AI-generated dialogue from 9) How human-like is the entity in
the first transcript based on a 1-5 scale, 1 being clearly not human, 5 being indistinguishable
12. (Show the transcripts of AI-generated dialogue from 9) How human-like is the entity in
the second transcript based on a 1-5 scale, 1 being clearly not human, 5 being indistinguishable
13. How important to an RPG is your, the player’s, ability to exercise a sense of control over
the characters and the game world based on a 1-3 scale, 1 being unimportant, 2 being that it
14. (Show branching tree of choices created by an interactive narrative from “Failing
Viewing this chart and knowing that an AI was able to generate these options on its own and
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could do so for other player choices, to what degree would you, the player, feel this impacts your
ability to exercise a sense of control over the characters and the game world based on a 1-5 scale,
1 being it severely limits your control, 3 being that it has no impact, 5 being that it greatly
15. (Show branching tree of choices created by an interactive narrative from 14) How logical
do you find these branching choices based on a 1-5 scale, 1 being highly illogical, 5 being highly
logical?
16. (Show branching tree of choices created by an interactive narrative from 14) Do you
value the given plot of an RPG or your ability to exercise choices more in an RPG?
17. What type of AI have you found, if at all, to be detrimental to your ability to immerse
18. Are there any additional forms of AI not covered by this interview that you would like to
mention as impacting your immersion in RPGs? If so, please name it and explain its impact
based on a 1-4 scale, 1 being it has a heavily negative impact, 4 being that it has a heavily
positive impact.
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Questions 4-5:
Nash, A., & Koenig, S. (2013). Any-Angle Path Planning. AI Magazine, 34(4), 85-87. Retrieved
from https://www.aaai.org/ojs/index.php/aimagazine/article/view/2512
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Questions 6-7:
Nash, A., & Koenig, S. (2013). Any-Angle Path Planning. AI Magazine, 34(4), 85-87. Retrieved
from https://www.aaai.org/ojs/index.php/aimagazine/article/view/2512
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Questions 9-12:
Warwick, K., & Shah, H. (2016). Can machines think? A report on Turing test experiments at the
Royal Society. Journal of Experimental & Theoretical Artificial Intelligence, 28(6), 989–
Transcript 8 – LHS
[14:28:46] Entity: The same as right hands, and how about you?
[14:29:23] Judge: The same of course. I love the scent of new mown hay. How do you feel
about scent?
[14:30:42] Entity: I find it exciting and refreshing! Does it make you feel anything?
Transcript 8 – RHS
[14:27:34] Entity: Hello, I’m really glad to have the chance to chat with you! My guinea pig
[14:28:22] Judge: Well I’d rather talk to you. What is your name?
[14:28:48] Judge: My name is Jane and I am female. How about you? What’s your gender?
[14:29:47] Judge: Pleased to meet you Eugene. What’s the weather like where you are?
[14:30:32] Entity: I don’t know ... Better tell me more about yourself! Where do you came
from, by the way? Could you tell me about the place where you live?
[14:31:09] Judge: It’s a lovely place with two bedrooms and a great view over London. What
[14:31:22] Entity: I’ve never been in London, but I’d really love to visit it! To see their ...
their ... (damn, what do they have ...) Oh yes – their Big-Ben!
[14:32:05] Entity: Could you rephrase your question? I’ve been bewildered a bit!
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Questions 14-16:
Riedl, M. O., & Stern, A. (2006). Failing Believably: Toward Drama Management with
https://www.cc.gatech.edu/~riedl/pubs/tidse06b.pdf
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*Red = Moderate Negative | Light Green = Moderate Positive | Green = High Positive
Column1 Mean
Question 1: 3.15
Question 2: 2.3
Question 4: 3.4
Question 5: 4.3
Question 6: 3.7
Question 7: 4.666666667
Question 8: 2.75
Question 9: 3.555555556
Question 11: 3.5
Question 8
(alternate): 4.5
Question 13
(alternate): 3.1
Question 8
(alternate): 0.726909098 -0.079405102
Question 13
(alternate): -0.313565555 -0.040715646
Question 8
(alternate): 0.121626064 -0.096854856
Question 13
(alternate): 0.062364806 -0.049663157
Question 8
(alternate): 0.308547934 -0.353553391
Question 13
(alternate): 0.031642119 -0.395284708
Question 8
(alternate): 1 0.473686481
Question 13
(alternate): -0.065738278 0.466252404
Different Scales
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Question 8
(alternate): -0.605405515 -0.486504255
Question 13
(alternate): 0.287432282 -0.374188837
Question 8
(alternate): 0.056379425 0.34549008
Question 13
(alternate): 0.83836196 0.413356996
Different Scales
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Question 8
(alternate): 0.647150229 1 -0.065738278
Question 13
(alternate): 0.395037886 -0.065738278 1
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Questions 1 and 11 While the answers to these questions may be negatively correlated, little causation can
be found. This is because Question 1’s topic of game experience may relate to most
other questions due to this factor determining how participants may interpret the
information pertaining to games based on prior experience, but Question 11 was related
to how logical the dialogue of a specific entity, or rather a specific person, which leaves
little relevance to video games themselves.
Questions 1 and 8 It appears that the reason for which these two questions are strongly correlated is that
the answers to Question 8 often came from prior experience with NPCs and AI in video
games – the topic of Question 1. As well as those, the participants who answered 3 or
below for Question 1 were more likely to give lower answers for Question 8, while
those who answered highly for both questions drew upon prior experience in their
reasoning.
Questions 2 and 4 The two questions are similar in that they both pertain to RPG AI directly, however, the
knowledge of AI design – as is the focus of Question 2 – appears to play little actual
role in Question 4’s answers. This is shown by how little mention is made of said
knowledge; instead, the reasoning provided by most participants was based on applying
the path created by the AI in Question 4 to humans and determining whether that would
look “natural”.
Questions 2 and 6 Question 6 is very much alike to 4 by sharing the same problem with its correlation to 2
in that the reasoning of most participants comes from their knowledge of humans, not
AI. The only possible cause that could be determined by the negative correlation is that
those who were knowledgeable of AI were more likely to be critical of the AI in
question 2 and realize a comparison to humans was needed, but this is only a mere
assumption based on the negative correlation existing between two questions with such
related topics.
Questions 2 and 12 While these two questions may heavily pertain to AI directly, the responses are like
those of 4 and 6 in that most drew their reasoning from comparisons of what the AI said
to what humans might say. However, some participants noticed that the entity in
Question 12 appeared “desperate to humanize itself” which reflects knowledge of how
AI is often designed to value humanizing itself through whatever means possible, even
if it results in it failing to “follow conversation rules”.
Questions 4 and 6 Both questions are remarkably similar in what they ask, with the main difference being
that they pertain to different AIs. Thus, as is evident by participants replacing the AI
with a human in their responses to both, similar lines of reasoning were used by
participants to determine whether the paths created by the AI were natural.
Questions 7 and 15 Both questions relate to how logical a certain form of AI is, likely resulting in their
correlation. The correlation between them being negative may be peculiar at a surface
level but going through the responses it appears that Question 15 was simply found to
be far less logical than Question 7 and aspects such as the story or plot of the game
played a larger role than comparisons between AI and humans.
Questions 9 and 12 These two questions are likely correlated because Question 9 asks how confident the
participants are in guessing which entity is the AI which came from most participants
guessing the AI to be the second for Question 10, which in turn was reflected with low
scores for Question 12 due to the high confidence it was the AI.
Questions 9 and 15 Both pertain to a human (whether it be a judge for the Turing Test or a player in a
game) interacting with an AI, with this interaction being the topic of the two questions.
For both, how “natural” or “normal” the conversation or line of actions seem to the
participants was the focal point of the responses, however, the degree to which the AIs
were compared to humans was higher in Question 9, where most responses made direct
comparisons between them, while on Question 15, the layout of the story specifically
took precedence.
Questions 11 and 8 A striking similarity between the two questions is their relation to human-like
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conversation – Question 8 asked how participants felt about it while Question 11 asked
about how human-like an entity was. However, a considerable number of participants
thought that the first entity was not human-like whereas no response to Question 8 was
below 2 on the 3-point scale. This suggests that there is a link between the questions,
and this difference in answers is explained by the reasoning provided for 11 which
explains how participants determined the human-likeness of something – often referring
to how realistic it was by staying on topic and not overusing human vernacular.
Questions 12 and 15 Neither of these questions appear to directly explain each other, but their reasoning
offers insights due to the reasoning for both pertaining to how logical an AI/entity
would sound in a conversation or in a plot. Specifically, something appearing to happen
almost randomly was seen as very unrealistic and illogical, as well as if the AI
attempted to humanize itself more than needed.
Questions 15 and 8 Both questions pertain to an AI interacting with a human, though 15 is more a judge of
whether the AI’s interaction is logical while 8 is a judge of whether it is more
immersive if made human-like. Thus, 15 is an expansion of Question 8 by involving the
participants determining whether the interaction was human-like, which was the
primary way many participants chose to determine how logical the interaction was.
Figure 16: Full Explanations of Correlations