A Reactive Behavior Agent: Including Emotions into a Video Game
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Abstract
Why we have emotions and how they influence human behavior are two questions we constantly ask ourselves.According to researchers in the field, there are two kinds of information that the person receives to make a decision.This information is integrated to generate a whole. One comes from ourselves it is proprioceptive and refers toemotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas ofa person’s life, including social, functional, and cognitive aspects. It has an important role in the decision-makingprocess. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure ofemotions in a reactive behavior in order to enrich behavior, including the information generated through internalevaluation of the external physical stimuli. Our work is based on the OCC theory (named after the name of its authors:Ortony, Collins and Clore). This theory proposes that a decision-making process is affected through differentperspectives: a) goals and events, b) agents and their actions, and c) objects and their capacity for attraction. Thecase study is situated within a scenario that represents an approach that seeks to include a module of emotions withinthe design of the architecture of a videogame.
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Laureano-Cruces, A. L., Acevedo-Moreno, D. A., Mora-Torres, M., & Ramírez-Rodríguez, J. (2012). A Reactive Behavior Agent: Including Emotions into a Video Game. Journal of Applied Research and Technology, 10(5). https://doi.org/10.22201/icat.16656423.2012.10.5.356
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