L WIHWHKHI WIN $5: ll!(MWHIHWHWIW THS l 1&3 UBRARY Michigan State University This is to certify that the dissertation entitled THE EFFECT OF RPG NEWNESS, RATING. AND CHARACTER EVILNESS ON THE NPC BELIEVABILITY presented by SANGYEOB LEE has been accepted towards fulfillment of the requirements for the Doctoral degree in Media and lnfon'nation Studies was: Major Professor’s Signature became,” 01 . Zooct l v Date MSU is an Aflinnafive Action/Equal Opportunity Employer PLACE IN RETURN BOX to remove this checkout from your record. To AVOID FINES return on or before date due. MAY BE RECALLED with earlier due date if requested. DATE DUE DATE DUE DATE DUE 5/08 K:IProj/Acc&Pres/CIRCIDateDue.indd THE EFFECT OF RPG NEWNESS, RATING, AND CHARACTER EVILNESS ON THE NPC BELIEVABILITY By Sangyeob Lee A DISSERTATION Submitted to Michigan State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILSOPHY Media and Information Studies 2009 ABSTRACT THE EFFECT OF RPG NEWNESS, RATING, AND CHARACTER EVILNESS ON THE NPC BELIEVABILITY By Sangyeob Lee Characters in most role-playing games often are not at all plausible. Non Player Characters (NPCs) in role—playing games may seem at first glance to be complex, robust beings. However, it doesn’t take long to notice that their behaviors are extremely limited. Computer scientists working on Artificial Intelligence have recognized the importance of . believable characters. Studies on the definition of character believability have been relatively rare, and the definition of believability has different meaning in different disciplines. In this paper, a new definition of character believability is proposed, based on several theoretical frames. This definition is compared with other definitions of believability in diverse areas. A multi-disciplinary literature review explores various qualities of computer characters different scholars and practitioners have described that are expected to contribute to those characters being believable. These attributes are categorized into five believability qualities. Overall NPC believability and specific believability within those five qualities is investigated. Eight NPCs were chosen for the study based on game quality (high and low Metacritic scores), modernity (games released before and after 2006) and game function (good guy or bad guy). The believability of each character was surveyed by research subjects recruited from a sophomore level introductory digital media course at a large Midwestern university with an online survey. Within the survey participants were shown a 2 to 3 minute video of each NPC interacting with a player, and then answered believability questions about the NPC they had just seen. Role play gaming experience and demographics were also measured. ANOVA analysis of the results suggested that NPCs from newer and/or high rated games were perceived to be more believable than characters from older or low rated games. NPCs from newer and/or high rated games were also found to be more enjoyable than characters from older or low rated games. ACKNOWLEDGMENTS I would like to express my sincere appreciation to Dr. Heeter who has been and will be my advisor and mentor for her inspiration and guidance. I will never forget her warm hug. Also, I thank you for my family who stood along with me and fought with me when I was in a serious challenge. I especially thank you for my wife, Sunhee, for her amazing sacrifice and love. The most importantly, I thank the God for your grace. I believe in you more because you are not Believable. iv TABLE OF CONTENTS ACKNOWLEDGMENTS .............. - - - - - ...... iv INTRODUCTION -- - - 1 LITERATURE REVIEW ......... - - - - - 3 What is Believability? ..................................................................................................... 3 Theoretical frameworks .................................................................................................. 7 BELIEVABILITY QUALITIES - ..... 12 1 . Appearance ............................................................................................................... 12 2. Personality ................................................................................................................. 16 3. Goals ......................................................................................................................... 18 4. Emotions ................................................................................................................... 20 5. Social relations .......................................................................................................... 23 RESEARCH QUESTIONS AND HYPOTHESES 28 METHODS - - . _ _ -_ _- - -- - - _ -- ..... 33 NPC Selection ............................................................................................................... 33 Procedures ..................................................................................................................... 37 RESULTS 40 General Believability .................................................................................................... 40 Specific Believability Qualities .................................................................................... 41 Enjoyment ..................................................................................................................... 43 H1 to H5: General and specific Believability ............................................................... 43 RQl and RQ2: Which specific believability qualities are most related to general believability ................................................................................................................... 46 Individual Differences and Believability ...................................................................... 49 Believability Factors ..................................................................................................... 49 Comparing Believability of High and Low Rated Games, New and Old Games, and Good and Evil Characters ............................................................................................. 54 Comparing Enjoyment of High and Low Rated Games, New and Old Games, and Good and Evil Characters ............................................................................................. 57 Interaction Effects ......................................................................................................... 59 DISCUSSION . - ..... 61 FUTURE STUDY 69 LIST OF TABLES Table 1. Characters Qualities Related to Appearance ...................................................... 12 Table 2. Character Qualities Related to Personality ......................................................... 16 Table 3. Character Qualities Related to Goals .................................................................. 18 Table 4. Character Qualities Related to Emotions ............................................................ 20 Table 5. Character Qualities Related to Social Relations ................................................. 23 Table 6. Five Believability Qualities ................................................................................ 26 Table 7. Recruited NPCs ................................................................................................... 37 Table 8. Individual Character Average Believability Across the Eight NPCs ................. 41 Table 9. NPC Specific Believability Quality Ratings ....................................................... 42 Table 10. Individual NPC Average Enjoyment ................................................................ 43 Table l 1. Correlation Between Each Believability Quality and General Believability 45 Table 12. The Result of Correlation Among Believability Qualities ............................... 46 Table 13. Regression between General Believability and Specific Believability Qualities ................................................................................................................................... 47 Table 14. The Five Believability Quality Scores Among 8 NPCs ................................... 48 Table 15. The Result of Factor Analysis .......................................................................... 50 Table 16. The Result of Correlations between Three New Believability Dimensions ..... 53 Table 17. The Mean, Min/Max, Standard Deviation, and Cronbach's Alpha of Three New Believability Dimensions .......................................................................................... 53 Table 18. The Mean Values of Three Believability Dimensions Across the Three Recruitment Categories ............................................................................................. 54 Table 19. The Interaction Effect Between Game Rate and Game Newness in Predictable Believability .............................................................................................................. 59 vi Table 20. The Interaction Effect Between Game Rate and Game Newness in Enjoyment ................................................................................................................................... 59 Table 21. The Result of Correlation Analysis Between Enjoyment and Believability Scales ........................................................................................................................ 6O vii LIST OF FIGURES Figure l. Uncanny Valley ................................................................................................. 19 viii INTRODUCTION Characters in games are often not plausible at all. For example, the owner of a pizza house in Grand Theft Auto waits to take an order when the player character enters the restaurant. However, the owner shows no personality or emotion when he waits for the player to pay for pizza. He doesn’t even try to run away or ask for help if the player beats him to steal his cash. At first glance, Non Player Characters (NPCs) seem to do what they are supposed to do. However, it doesn’t take long to notice that their behaviors are extremely limited. A simplistic NPC may actually prevent gamers from feeling fully immersed in game experience. For example, NPCs whose role in the game is to give a hint or direction ofien don’t do anything other than wait for players to approach to them. Once a player enters an NPC’s activation boundary, the NPC approaches the player gives the hints, often regardless of whether the player requests the information or not. Then the NPC returns to the exactly the same position and resumes their waiting-posture. If the same player approaches the NPC again, the NPC merely repeats the same hint. Although NPCs may look like a player avatar, their behavior clearly marks NPCs as artificial and limited. Because they look like player characters but act like machines, NPCs are usually not believable participants in the game world. Artificial Intelligence researchers working on interactive drama systems have recognized the importance of believable characters (Aylett, 1999; Mateas, 1997; Szilas, 2003). In an interactive drama, players can participate in a story in a virtual world that is populated with computer-controlled characters from a first person perspective. In both the interactive dramas and games, appealing and interactive parallel the importance of characters in fiction. Making game characters believable matters because their perceived believability is expected to increase players’ feeling of immersion and their enjoyment of the game. Computer scientists have proposed a relationship between the believability of characters and the level of immersion players experienced (Bhatt, 2004; van Doom & de Vries, 2006; Watson, 2002). Believability has also been linked to enjoyment (Brown & Cairns, 2004). Whether they are player characters (controlled by players) or NPCs (controlled by the game engine), creating more believable characters are likely to result in better game experiences. L] T ERA TURE RE VIE W What is Believability? What does it mean that something is believable? This is the question that researchers have tried to answer in many contexts. For example, in a study of workplace gossip, Berkos (2003) defined believability as “the perception of truth and the absence of lies” (p. 13). Beltramini (1982) measured the believability of cigarette warning labels using scales such as trustworthiness and credibility. Believability has been studied in relating to advertising. In studies of alcohol warning labels, Andrews, Netemeyer and Durvasula found that the user characteristics (frequent users or occasional/non users) and the alcohol warning label message (labels warning about birth defects, driving impairment, hypertension, drug combination, and addictive nature) have significant impact on the believability and the attitude on labels (1991). Source credibility is a related topic from communication and journalism research. When people decide whether they will accept or reject the information they are presented with, they make their judgment based on. the “credibility” of the messenger. Hovland, Janis and Kelly (1953) theorized that source credibility is a function of both the perceived expertise and trustworthiness of messenger. Ewing (l940)’s foundational study of source credibility looked at how the opinion-change occurs when the message is consistent or inconsistent with the prejudice of the audience as well as the characteristic of the message. He found the greater the difference of opinion between a messenger and audiences, the greater the change of the opinion might be. The Ewing’s findings about opinion change and the discrepancy between messenger and audience has been confirmed by later studies (Brehm & Lipsher, 1959; Pastore & Horowitz, 1955). In general, research shows that the credibility of a messenger is necessary for acceptance of the message the messenger delivers. However, the believability of characters in a game is not necessarily related to truthfulness or credibility. Mateas (1997) points out that a believable agent may NOT be trustworthy and may possibly not tell the truth. Characters are “artistic abstractions of people, whose behavior, motivations, and internal life have been simplified and exaggerated in just such a way as to engage the audience in the artist’s vision” (Mateas, 2002,p.8) Believability has been studied in relation to the arts (literature, theater, film, radio drama, etc). Traditional animators have described how they achieved the believability in the characters they drew. Chuck Jones, master of animation who created many Warner Brother’s animation characters such as Bugs Bunny, Daffy Duck, Elmer F udd and Porky Pig stressed the importance of believability in bringing a character to life (1989). Animators at Disney have tried to illustrate their characters as entities that can think and act by their own volition to create the illusion of life (Thomas & Johnson, 1981). The goal of these early animators was to create the illusion of life, facilitating the viewers’ willing suspension of disbelief. Modern computer agent designers borrowed the practices of these early animators to make their character believable. However, interactive computer characters pose additional challenges. Unlike watching TV cartoon animations, the interaction between users and computer agents is bidirectional. Believability is a key goal in creating embodied agents (Lester & Stone, 1997; Lester, Voerman, Towns, & Callaway, 1997; Nijholt; Ortony, 2002). It has been, Especially, the main quality of interactive entertainment applications such as computer games (Bhatt, 2004; Mac Namee & Cunningham, 2001) and interactive drama (Mateas, 1997). Namee and Cunningham (2001) addressed the problem of static NPCs by creating autonomous, proactive, persistent NPCs, which have desires of their own. The problem remains in choosing what kinds of desires and behaviors might make an NPC more believable. The Oz Project at Carnegie Mellon University identified believability as an important AI goal. They defined a set of “requirements for believability” that includes personality, emotion, self-motivation, change, social relationships, and the illusion of life (Loyall, 1997, p. 15). Communication and psychology researchers have studied presence, a concept related to believability. Creating a sense of presence has a core goal of mediated communication systems, telepresence, virtual reality and games, and linear mass media such as television, movies, and radio. Presence researchers have developed definitions and measurement constructs (Barfield, Zeltzer, Sheridan, & Slater, 1995; Lombard, Ditton, Crane, & Davis, 2000). According to Schroeder (2002), presence describes a medium’s capability of evoking the feeling that a human user is physically present in a virtual environment. Heeter defined three dimensions of presence as a feeling of being there in “her” study of virtual reality; personal presence (I am there), social presence (you are here), and environmental presence (the virtual environment exists) (1992). Naturalness (believability) is one of the four sub concepts of presence along with spatial presence (being in a physical space) and engagement (user’s interest) which contribute to a sense of presence, and negative effects (headache) that interfere with presence (Lessiter, Freeman, Keogh, & Davidoff, 2001). The main difference between believability and the other presence sub concepts lies in the fact that believability depends upon intentional cognitive involvement while other dimensions are perceptual rather than judgmental. It seems that the believability makes the feeling of presence smooth by taking care of the cognitive part of it. Believability is associated with willing suspension of disbelief which is not automatic while belief, for example, is automatic (Reeves & Nass, 1996). Bates considered believability in “his” study on the role of emotion. He describes believability as providing “the illusion of life, thus permitting the audience’s suspension . of disbelief” (1994, p. 122). The origin of the expression, suspension of the disbelief can be found in a Samuel T. Coleridge’s autobiography, Biographia Literaria.l Coleridge described the relation between reader and literature by expressing it as willing suspension of disbelief The phenomenon of willing suspension of disbelief arises when fictional or virtual characters, events, or worlds contradict what the audience knows to be real. For example, when people read a story such as Beauty and the Beast, for example, we do not doubt whether a beast actually could wake up from death when the beauty confesses her love toward him. Even though we know that human beings cannot return to life by the tear of a true love, we don’t focus on doubting it when we are watching. We willingly suspend this disbelief that the dead can’t return to life for the pleasure of the story. However, suspending disbelief does not mean that viewers believe everything they see or read; rather it means that they don’t reject the story because they disbelieve what they perceive. Bhatt explained suspension of disbelief as a quality of a fabricated story enabling people to believe unrealistic facts for the enjoyment of reading (2004). ‘ http://www.bartleby.com/66/78/l2878.html Then, what is believability? Especially, what does it mean by believability when it comes to the study N PCs and computer agents? Character believability is the size and nature of the cognitive gap between the character players experience and the character they expect. When the player’s expectations exactly match their experience, a character is fully believable. The larger the gap, the more likely it is to interfere with suspension of disbelief Theoretical frameworks Schemata is a kind of cognitive network of similar thoughts (Slavin, 1988). Similarly, Mandler described a schema as a unique and harmonious representation (1984). Each individual has many unique schemata depending on his or her experience and cognitive ability. The concept of schema has been used by cognitive scientists and psychologists to study how humans interpret, remember information they encounter in daily life in relation to their previously developed schemata (Armbruster, 1986; Ausubel, 1967; Bartlett, 1932; Duis, 1996). The theory of schema explains well how the human brain perceives, interprets and constructs knowledge of the world. The basic idea is that people remember new information by relating this information to the pro-existing information (schemata). Thus, they use schemata to make sense of the world. Schemata make it possible to make prediction about their next behavior. Schemata are not conscious. How we store and process information occurs at a subconscious level. However, hints at the schemata people accumulated through their daily life can be revealed in various attitudes and behaviors such as stereotypes, social roles, etc. When new information doesn’t fit into the existing schemata, the new information may not be comprehended correctly or cannot be comprehended at all. Psychologists, Rumelhart and Norman, identified three possible effects of new information on people’s existing knowledge structure: accretion, restructuring and tuning (1978). Accretion occurs when new information fits well into the existing schema. The schema structure remains unchanged as the new information is added. Restructuring happens when a pre-existing schema can’t explain new information, and people have to change their schema to accommodate the new information. Tuning effect describes a situation when people use new, somewhat contradictory information in order to tune or modify an existing schema. Nowak and Biocca investigated differences in how people respond to different entities (agents, controlled by a computer and avatars, controlled by person) as well as different levels of anthropomorphic visual representation (high- anthropomorphic, low-anthropomorphic, and no image) with three different forms of presence (Telepresence or a sense of being there, Copresence, or a sense of being with and Social presence, a sense of interpersonal interaction (2003). They found that whether the entity was an agent or avatar didn’t influence the feeling of presence in general. An entity represented by an image resulted in a stronger experience of presence than entities with no image. One interesting finding of Nowak and Biocca’s study is that the subjects in low-anthropomorphic condition experienced higher telepresence than those in other conditions (high-anthropomorphic and no image condition). Also, there was no difference in perceived telepresence between entities with high anthropomorphic image and those with no image. These results support the notion that by default people tend to assume any entity is human when sparse information is provided. There is an underlying assumption that someone else is “like me” unless information contradicts that assumption. When people form impressions of others, they construct mental models of new people based on people they already know (Gordon, 1986). Users of a low bandwidth communication system tended to think the distant others they were communicating with were like them because of a lack of cues to contradict that assumption, whereas users of a higher bandwidth system could perceive more detail and recognized more differences between themselves and the distant others. High bandwidth revealed differences, whereas low bandwidth carried little information resulting in greater reliance on default schemas (Walther, 1996). People “filled in the blanks” and assumed similarly to themselves. People first try to apply one of their existing schemata to interpret a character or situation they encounter, and modify or create a new one only if familiar schemata are a poor fit. Uncertainty Reduction theory (URT) explains how humans interact with strangers based on their schemata. Berger and Calabrese (1975) developed URT in order to explain a role of communication forming new interpersonal relationship. They borrowed the concept of uncertainty from information science where it was used to describe data transmission between machines (Shannon & Weaver, 1963). According to the URT, uncertainty is unpleasant, and people try to avoid or reduce it when they encounter strangers. Berger and Calabrese proposed three stages of interactions when people encounter strangers: an entry phase, a personal phase, and an exit phase. During the entry phase, people share very basic information such as sex, age, socioeconomic status, etc. In the personal phase, more personal information will be shared including attitudes, beliefs, values, etc. During the exit phase, people decide if they want to continue to have a relationship with the stranger. The three interaction steps may apply to the interaction with a strange computer generated character as well. The entry phase is especially important because the believability of character will be judged by the character’s qualities shown in entry phase. Social Response to Communication Technology perspective (also known as the “media equation”) posits that people react very similarly to social cues from humans and social cues from media acting like a human (Nass, Fogg, & Moon, 1996; Nass & Moon, 2000; Nass, Moon, & Carney, 1998; Reeves & Nass, 1996). For example, people are even polite to computers. When asked to evaluate performance of a computer, people tended to give more positive feedback about the computer if the computer they were evaluating was the same computer asking the evaluation questions. If instead they answered the evaluation on a different computer, people gave less polite responses, perhaps because they were not as concerned about hurting the original computer’s feelings. Humans seem to construct expectation about an entity they are interacting with by evaluating the level of perceived realism. Japanese robotist Mori, introduced the concept of an “uncanny valley” in human reactions to anthropomorphic robots (1970). According to Mori, as the realistic human likeness of a robot is increased, human attraction to and familiarity with the robot will increase, but only up to a certain point. After this point, attraction is replaced by fear, unease, or revulsion created by a robot that appears to be, but is not quite, human-like. Eventually, in theory, as the human likeness level keeps increasing, the human perception of the robot will rebound and response to the robot will 10 approach the level of attraction to a healthy person. The area where attraction plummets and is replaced by unease is called the “uncanny valley.” familiarity Uncanny valley '. Moving ------ .. Still ————— ‘ ‘ ,- Bunraku puppet ,' I Humanoid robot .{ ’o"-“‘ I: 0' “ : i s x' 'i I ,o‘ I i' o' Stuffed animal 5 .i ' 0 Industrial robot r" I E ‘I' U i i I : \ Healthy person 100% 50% .'\ / Human likeness corpse . C 0" o‘- I I I I I I .0 zombie ‘~ Figure l. Uncanny Valley Prosthetic hand Game designer and journalist Clive Thompson (2004) suggests that the “Uncanny Valley can make games less engrossing.” Mori suggested the peak of the hill right before the uncanny valley should be the target for robot design. 11 BELIE VABILI T Y QUALI TIES Many studies in computer science address the goal of creating believable agents. The qualities as well as meaning of character believability varies by field of study. A comprehensive literature survey can help to combine and categorize diverse believability paradigms. In this paper, many character believability qualities were investigated in many related fields such as computer science and communication. These qualities are grouped into several categories that have similar concepts. The analysis of believability qualities produced 5 key believability categories: appearance, personality, goals, emotions, and social relations. Each of these qualities is expected to contribute to overall general believability. Certain qualities may be more important to general perceived believability than others. 1. Appearance Table 1. Characters Qualities Related to Appearance Quality Author Context Behavior Hayes-Roth & Doyle 1998 7 behavioral requirements of believability in animate characters Appearance, Identity, Manner of gesture, Manner of speak, Content of fleech Hayes-Roth, Maldonado & Moraes 2002 10 key qualities in animate characters Behavioral cues Sflers 1999 Comprehensive agents (comprehensibility) Situated Liveness, Controlled visual impact, Complex behavior pattern Lester & Stone 1997 Three believability criteria in Animated pedagogical agents Consistency in expression, a pearance of goals Loyall 1997 Requirements of believable agents 12 Langage Loyall and Bates 1997 Requirements of believablggents Lack of ambiguity in Letster et al 1997 Deictic believability in animated pedagogical ex ression a cut Computer scientist Hayes-Roth and colleagues described the appearance of an animated character as “the encoding of each characters’ identifying demographic information — age, weight, gender, socioeconomic background and culture in the chosen embodiment of the character, as well as the representation of this embodiment” (Hayes- Roth, Maldonado, & Moraes, 2002, p. 7). According to the definition, character appearance not only includes static, visible attributes, but also animated gestures and nonverbal behaviors (Hayes-Roth & Doyle, 1998). Believability qualities that can be perceived visually are included in the character appearance category. According to Hayes-Roth, behavior animation is the core quality of believability of an animated character (Hayes—Roth & Doyle, 1998). In defining seven requirements of believable behaviors in animated characters, Hayes-Roth and Doyle specify that the behaviors have to be diverse to offer many possible scenarios but normative to appear life-like, ambiguous enough to invite different interpretations, and unique enough to distinguish one animated character from all others. Hayes-Roth and colleagues propose that manner of gesture (for example, facial expression and hands), manner of speech (for example, intonation and pronunciation), content of speech (for example, idiomatic expression), identity and appearance are key qualities of a believable animated character (Hayes-Roth, et al., 2002). In the study of constructing comprehensibility as an essential factor of a believable agent, Sengers said “The agent’s comprehensibility comes from thinking out the connections between behaviors and displaying them to the users” (1999, p. 2). Similarly situated liveness, controlled visual impact, and complex behavior pattern are suggested as techniques for increasing the believability in animated pedagogical agents (Lester & Stone, 1997). Situated liveness means that the behaviors of computer 13 agents should be ongoing to show the alertness. Controlled visual impact calls for a carefully chosen magnitude of character behavior, not to distract users’ attention. For example, moving from one location to another is visually bigger and has more impact than blinking an eye. Also, the behavior pattern of a computer character should be complex enough to avoid creating an impression of simplicity. The techniques for increasing believable behaviors suggest that the representations of computer agent behaviors mimic life. In the same context, consistency in expression and appearance of goals (Loyall, 1997) and lack of ambiguity in expression (Lester, et al., 1997) have been proposed as techniques for increasing the believability in agents. The character appearance category describes all the qualities that are exposed to the human sensory input including visual hints that communicate information such as gender, age, ethnicity, height, socioeconomic status, etc. When people look at a character, they make guesses on not only what kind of character it is but also how they can interact with it based on context and the information perceived by sensory input. However, none of the qualities in the character appearance category implies that having a human appearance is necessary for believability (Loyall, 1997; Mates, 1997). According to Mateas, non-human computer agents also could be useful because of lower expectation compared to anthropomorphic agents. However, the lowering of expectation doesn’t come entirely from the non-humanness of agents. Lower expectations are also related to lower level of fidelity and realism of the agent regardless of whether it is human-like or not. Comic artist Scott McCloud (1994) notes that the more visually realistic a comic character is, the harder it is for people to think of that character as being like themselves. A smiley face could be anyone, including the player. But a photorealistic l4 Arnold Schwarzenegger is clearly not the player. Echoing McCloud’s sense that seeing oneself in a character is different than seeing someone else in a character, Bailenson et al. (2001) studied user reactions to an agent that had the users’ own photorealistic face. They found that people treated agents embodied with their own face (a virtual self) fundamentally differently than agents embodied with a stranger’s face in regards to both measured nonverbal behaviors and questionnaire ratings. Users were more intimate with their virtual self, standing closer and expressing less reluctance to engage in embarrassing behaviors in the presence of their virtual self than in the presence of a virtual other. As research suggests, qualities in the character appearance category can be representations of other believability qualities. For example, the identity quality in the character appearance category can reflect another believability quality, personality. From this perspective, all visual and audio information human users can perceive are closely related to the other key qualities of believability. The appearance of computer characters should be carefully designed with consideration of other related believability qualities. In this sense, it is very important to design the appearance of NPCs based on their role in specific settings. Appearance is usually perceived first, and players establish a kind of expectation based on information from an NPC’s appearance. Even in a case when the information from appearance is very limited, users construct some kind of image of the character based on the appearance. Hayes-Roth, Maldonado, and Moraes stressed the importance of the appearance by saying “Appearance affects the character’s effectiveness and credibility at performing their assigned role, and directs the patterns of interaction. Even before the character speaks a single word, even before the page is completely loaded, the 15 visitor has already processed the subliminal cues embedded in the characters’ representation, such as the relative status and occupation of the interactors, and formed a model of what pattern the ensuing interaction will follow” (2002, p. 8). In order to create a believable agent, the character appearance must do something more than simply reveal demographic information. Rather, character appearance should suggest other believability qualities such as emotion and personality. This leads to the following hypothesis: H1: A character’s appearance will be closely related to that character’s general perceived believability. 2. Personality Table 2. Character Qualities Related to Personality Quality Author Context Personality Drennan 2004 Believable conversational NPC - Rousseau & Hayes-Roth 1997 Believable synthetic actors Mateas 1997 Requirement of believability Loyall 1997 Requirement of character believability Bates, Loyall, Reilly, Castelfranchi, Believable agent Werner 1994 Romano,Wong 2004 Believability of virtual character Reilly, Bates 1995 Believable social agents Reilly 1997 Believable social agents Persona Hayes-Roth & Doyle 1998 Believable animate character Identity Hayes-Roth, Maldonado and Moraes 10 key Believable qualities in animate 2002 characters Back story Hayes-Roth, Maldonado and Moraes 10 key Believable qualities in animate 2002 characters Goal based Rizzo et a1 1999 Personality and social behavior in personalig believable agent Personality has been one of the most critical aspects of believability for cartoon animators. Thomas and Johnson (1981) describe the importance of the personality. “For a character to be that real, he must have a personality, and, preferably, an interesting one” (p. 19). More recently personality has been suggested as one of the most critical factors in 16 creating believable agents (Allbeck & Badler, 2002; Bates, Loyall, Reilly, Castelfranchi, & Werner, 1994; Reilly, 1997; Romano & Wong, 2004). The 02 project at Carnegie Mellon University was the first attempt to develop a believable agent in an interactive story environment. In the Oz project, computer scientist Loyall (1997) defined personality as “all of the particular details — especially details of behavior, thought and emotion — that together define the individual” (p. 16). Similarly Hayes-Roth et al. defined personality as a group of psychological characteristics that differentiate one entity from others (Hayes-Roth, van Gent, & Huber, 1997). Rousseau and Hayes-Roth proposed a computer agent model whose actions are driven by its personality and mood rather than its goal to produce a more dramatically believable and interesting character (1997). Mateas, another researcher of the 02 project, defined personality as the thing that inspires every single behavior of a character from very simple behavior, such as talking to very cognitive activity, such as reasoning (1997). To him, the personality is “something unique and specific”(1997, p. 6). Mateas discusses other qualities of believability such as emotion and change but stresses they must be consistent with the personality of the character. Hayes-Roth, Maldonado and Moraes used the term backstory to refer to any kind of (fictional) past individual experience that contributes to personality while the term identity indicates a slightly different quality which exists in the overlap between character appearance and personality (2002). 17 Personality defines the uniqueness and peculiar qualities of computer characters that distinguish them from other computer characters. Some qualities of personality are closely related to the psychological traits. Goldberg proposed the “big five” personality traits (agreeableness, extraversion, neuroticism, conscientiousness and openness to experience) through empirical study of the human personality (1993). Some computer scientists have tried to construct the personality on synthetic characters by giving a unique combination of the parameters that constitute basic personality traits as Goldberg suggested (Bates, 1992; Rousseau & Hayes-Roth, 1997). Rizzo et al. designed goal- based personalities (Rizzo, Veloso, Miceli, & Cesta, 1999). It seems that the personality cannot be conveyed by itself and can only be only revealed by some other mechanics such as appearance, emotion, etc. This leads to the following hypothesis: H2: A character’s personality will be closely related to that character’s general perceived believability. 3. Goals Table 3. Character Qualities Related to Goals * Quality Author Context Goals Bates 1994 Believable agents Self-motivation Loyall 1997 Requirement of character believability Mates 1997 Requirement of believability Role, Role Hayes-Roth, Maldonado and 10 key Believable qualities in animate characters dynamics Moraes 2002 Goal preference Rizzo et al 1999 Personality and social behavior in believable agent Intentionality Riedl and Young 2005 Character believabiliz Hinting at thought processes through visual, nonverbal means was not easy to implement for early animators. They knew expressing the thought process of cartoon characters was important but didn’t know how to reveal it. According to Thomas and 18 Johnston (1981), it was the animation of a dog that looked into the camera and snorted that gave them the idea of making cartoon characters appear to think. Loyall (1997) insisted that a self-motivated character should not only appear to think, but also have to show the emotion of its own volition. He wrote, “Pluto snorting was not what was powerful; it was that he was doing it of his own accord, instead of in reaction to some external stimulus” (Loyall, 1997, p. 20). Character intentionality was suggested as an important aspect of character believability. According to Riedl and Young, character intentionality is “. . .the way in which the choice of actions and behaviors that a character makes appears natural (and possibly rational) to external observers” (p. 2). Goals are one of the most important fundamentals for building believable agents because goals directly affect all other qualities of believability. For instance, the outfit of an agent should be designed carefully with a consideration of its role. If it is a kind of tutoring character that teaches cooking, for example, it may be more natural for a player to expect the agent to wear a high cook’s hat and white colored chef’s coat. Like personality, goals are a precursor to other believability traits - they help to define appearance, emotion, and behavior (Bates, 1994; Hayes-Roth, et al., 2002; Rizzo, et al., 1999). This leads to the following hypothesis: ’ H3: The goals of a character will be closely related to that character’s general perceived believability. l9 4. Emotions Emotion is one of the two most important qualities of believable agents (Bates, et al., 1994; Hayes-Roth & Doyle, 1998; Hayes-Roth, et al., 2002; Loyall, 1997; Reilly & Bates, 1995; Romano & Wong, 2004). Table 4. Character Qualities Related to Emotions anlity Author Context Emotion(s) Drennan 2004 Believable conversational NPC Ortony 2002 Believable emotional agent Loyall 1997 Requirement of character believabiliLy Mateas 1997 Requirement of believability Bates 1994 Emotions in believable agents Wooldridge and Jennings 1995 Believable agents in the context of intelligent agents Bates, Loyall, Reilly, Castelfranchi, Believable agent Wemer l994 Romano,Wong 2004 Believability of virtual character ReillLBates I995 Believable social aggnts Empathy Hayes-Roth & Doyle, 1998 Believable animate character Emotional Hayes-Roth, Maldonado and Moraes, 10 key Believable qualities in animate dynamics 2002 characters Emotional Rizzo et al, 1999 Personality and social behavior in reaction believable agent Emotional Bates 1994 Suggested as believability demands on an reactivi interactive character The early animators, Thomas and Johnson (1981) said, “From the earliest days, it has been the portrayal of emotions that has given the Disney characters the illusion of life” (p. 505). They especially stressed several considerations to convey the emotional state of the character: clear definition of an agent’s emotional state, revealing its thought process through the emotions, and use of time to emphasize the emotion. Bates (1994) first adapted Thomas and Johnson’s principles of revealing cartoon character emotions to apply to the design of emotions of “Woggles” (self-animating creatures in a simulated world that was a small portion of the Oz project). In order to 20 define their emotional states clearly, Woggles only have one or two primary emotions with appropriate intensities. Also Woggles’ emotions were mapped to specific behaviors of a character with a specific personality to reveal its thought process. In other words, one emotion could be mapped to two different behaviors based on the personality of characters. However, Bates didn’t use animation techniques (for example, exaggerating) to emphasize Woggles’ emotions. Bates described the value of character emotion “. . .it helps us know that characters really care about what happens in the world, that they truly have desires” (1994, p. 3). Emotions signal an agent’s aliveness, creating the illusion of life. Bates (1994) considered the emotional reactivity essential to believability in interactive character design. Ortony re—categorized the conditions in which emotions can be generated and suggested five positive and negative conditions for believable agents (2002). Positive conditions (the first entry is the undifferentiated reaction): — because something good happened (joy, happiness etc.) - about the possibility of something good happening (hope) - because a feared bad thing didn’t happen (relief) - about a self-initiated praiseworthy act (pride, gratification) - about an other-initiated praiseworthy act (gratitude, admiration) Negative conditions (the first entry is the undifferentiated reaction): - about the possibility of something bad happening (fear, etc) - because a hoped-for good thing didn’t happen (disappointment) - about a self-initiated blame worthy act (remorse, self-anger, shame, etc) - about an other-initiated blameworthy act (anger, reproach, etc) 21 - because one finds someone/thing unappealing or unattractive (hate, dislike, etc.) He pointed out the importance of consistency between internal responses (emotions) and external responses (behaviors) in believable emotional agents. Mateas (1997) also suggested that the emotions of a believable character should be expressed in unique ways (akin to and supporting the uniqueness of personality). Wooldridge and Jennings also cite emotion as a key component of believable agents that makes them appear to respond to human emotions in appropriate and consistent ways (1995). The emotion category doesn’t prescribe what kinds of emotions believable characters have to possess. Rather all of the research literature about emotions suggests that it is important for believable agents to clearly exhibit emotions of their own. The emotion category requires believable agents to reveal their emotions as an outcome of unseen internal processes. At the same time, believable agents should respond to players’ emotions correctly in a given context. However, it is not easy to show a right expression of a right emotional state in right time. Unlike cartoon characters who can express their emotional states based on pre-scripted, linear narratives, computer agents’ expressions of emotional states are hard to plan because their emotional responses should be impacted by interactions with players. NPC character designers must design a range of possible emotional states anticipating specific circumstances. Each actual emotional state of a computer agent should be appropriate for the circumstance under which it is enacted so that players do not experience cognitive dissonance. The explicitness of emotion needs to be clear enough that players can distinguish each emotion at a glance. The expression of an agent’s emotional state should be neither 22 ambiguous in meanings nor weak in strength. Emotional states should be revealed through multiple channels such as facial expression, gestures, etc. In some cases, for example, it may be hard to notice emotions only by looking at the facial expression of a computer agent either because the face is too small or the face may be looking away. Body language and motion can help convey character emotion. This leads to the following hypothesis: H4: A character’s emotions will be closely related to that character’s general perceived believability. 5. Social relations Table 5. Character Qualities Related to Social Relations Quality Author Context Social-relationship Loyall 1997 Requirement of character believability Mateas 1997 Requirement of believability Situated Social Bates 1994 Believable agents competence Social relation Hayes-Roth & Doyle 1998 Believable animate character Social interaction Hayes-Roth, Maldonado and 10 key Believable qualities in animate .atterns Moraes 2002 characters The early animators didn’t recognize characters’ social relationships at first because different animators drew each character in a cartoon. When one animator drew all the characters in a scene, the importance of character relations was recognized. Thomas and Johnston (1981) wrote: ...the Bambi and Thumper sequence had something that the Pluto and Donald sections did not have. That was a character relationship with strong beginnings in the story department. ...With this as a springboard, the animator continued developing this relationship, which only could have been done by one person 23 handling both characters and completely controlling every single bit of action, timing, and cutting. ...This new way of working with character relationships encompassed the whole range of relations between two or more characters—from the broadest to the most delicate. It involved expression scenes that often registered the most secret thoughts and inner emotions of the characters, which as they became more subtle were also more revealing (p. 164). Many studies on believable agents described social relationships among computer characters that influence an interaction and are influenced by the interaction in turn among characters (Bates, 1994; Mateas, 1997; Thomas & Johnson, 1981). Some studies described a social aspect to the interaction between computer characters and players (Hayes-Roth & Doyle, 1998; Hayes-Roth, et al., 2002). Loyall especially insisted that social relationships among characters should be designed carefully with detailed behaviors and interactions to reveal the relationships among characters (1997). Hayes—Roth, Maldonado and Moraes found that the context of the interaction is even more important than the actual content itself (2002). According to them, cultural differences, the tempo of turn taking in conversation, initiatives of the conversation, etc. can be more important to create believable agents than social relations between characters, especially in a one to one interaction environment with only the player and a single character. A character that appears to have a social relationship with other characters helps players willingly suspend their disbelief and conceive of the character as real. Of course, social relationships between NPCs cannot exist in environments limited to one-to-one 24 interaction between the player and an isolated NPC. Most interactions with pedagogical agents, for example, only occur directly between the agent and human. The social relationship between a computer agent and the player also can affect the perception of believability. Nass et al. found that people feel more attraction and trust with a computer character that has the same ethnic background as the user than with one that has a different ethnic background (2000). The more users feel a social connection with the computer characters, the more believable the character will seem. In role-playing game environments that have multiple NPCs, the social relation among NPCs should enhance yet not overwhelm or otherwise interfere with the interaction between players and NPCs. Both NPC-NPC and NPC-player social relations should seem natural. This leads to the following hypothesis: H5: A character’s social relations will be closely related to that character’s general perceived believability. Summing up all the character believability qualities above, Table 6 shows the complete list of character believability qualities derived from the literature. 25 Table 6. Five Believability Qualities Context Behavior Hayes-Roth & Doyle (1998) 7 behavioral requirements ofbelievability in animate characters Appearance, Identity, Hayes—Roth, et al (2002) 10 key qualities in animate characters Manner of gesture, Manner of speak, Content of speech 8 Appearance of Bates (1994) Suggested as believability demands on an E reactivity interactive character g Behavioral cues Sengers (1999) Comprehensive agents 2- (comprehensibility) 5 Situated Liveness, Lessiter & Stone (1997) Three believability criteria in Animated g Controlled visual pedagogical agents 8 impact, Complex 6 behavior pattern Consistency in Loyall (1997) Requirements of believable agents expression Appearance of goals Language Loyall & Bates (1993 Requirements of believable agents Lack of ambiguity in Letster et al (1997) Deictic believability in animated expression pedagogical agent Personality Drennan (2004) Believable conversational NPC Rousseau & Hayes-Roth Believable synthetic actors (1997) Mateas (1997) Requirement of believability Loyall (1997) Requirement of character believability Bates, et al (1994) Believable agent 3; Romano,Wong (2004) Believability of virtual character 7,3 Reilly, Bates (1995) Believable social agents a Reilly (1997) Believable social agints 3.). Persona Hayes-Roth & Doyle (1998) Believable animate character Identity Hayes-Roth et al (2002) 10 key Believable qualities in animate characters Back story Hayes-Roth et al (2002) 10 key Believable qualities in animate characters Goal based personality Rizzo et a1 (1999) Personality and social behavior in believablflgent Goals Batesil 994) Believable agents Self-motivation Loyall (1997) Requirement of character believability Mates (1997) Requirement of believability é Role, Role dynamics Hayes-Roth et al (2002) 10 key Believable qualities in animate o characters Goal preference Rizzo et al (1999) Personality and social behavior in believable agent Intentionality Riedl & Young (2005) Character believability 26 Table 6 cont'd 27 Emotion(s) Drennan (2004L Believable conversational NPC Ortony(2002) Believable emotional agent lflall (1997) Requirement of character believabilLty Mateas (1997) Requirement of believability Bates (1994) Emotions in believable agents m Wooldridge & Jennings Believable agents in the context of g (1995) inteliggnt agents ‘3 Bates et al (1994) Believable agent 5 Romano,Wong (2004) Believability of virtual character Reilly & Bates (1995) Believable social agents Empathy Hayes-Roth & Doyle (1998) Believable animate character Emotional dynamics Hayes-Roth et al (2002) 10 key Believable qualities in animate characters Emotional reaction Rizzo et al, (1999) Personality and social behavior in believable agent m Social-relationship Loyall (1997) Refinement of character believability g Mateas (1997) Requirement of believability "3 Situated Social Bates (1994) Believable agents E competence % Social relation Hayes-Roth & Dgle (1998) Believable animate character :2 Social interaction Hayes-Roth et al (2002) 10 key Believable qualities in animate gattems characters RESEARCH QUESTIONS AND H YPOT HESES The qualities that have been insisted to create believable agents were examined and categorized into five different categories: appearance, personality, goals, emotions, and social relations. However, these believability qualities are not necessary conditions for character believability. Humans require very few cues in order to react socially to a computer (Reeves & Nass, 1996). Also researchers found that the social presence could be triggered by only minimum intelligence (Biocca, Harms, & Burgoon, 2001). One difficulty in applying the believability qualities to NPCs is that the individual believability qualities are not independent: they are inter-related to each other. This is why two different believability qualities in one computer character don’t guarantee doubled-believability. Often, character believability can be established mainly by one or two distinct individual believability qualities. Perceived character believability may be less than the sum of each individual believability quality if the believability qualities are not designed with a combing principle such as goals and/or personality. In other words, an individual believability quality may have a negative effect on the total character believability if it is in conflict with another main principle. This leads to the following research question: RQl: How will the general believability level relate to the five believability qualities? Will the general believability be established by one or few believability qualities? RQ2: If so, how will other believability qualities affect the general believability? Will lower perceived believability of specific believability qualities be associated with lower general believability? 28 Gaming for entertainment is a voluntary activity. Players tend to have preferred genres they play often and other genres they avoid (for example, see 2008 Pew Foundation tables comparing the frequency of genre play among female and male teenagers). In a study of strategic difference in a computer game with 76 elementary students, Hong and Liu found that students in the expert group used more analogical approaches while the novice group repeated a pattern of trials and errors (2003). Similarly, the difference in visual attention to a first person shooter game was studied. Researchers found that experts who played more than eight hours a week showed faster and more accurate responses to the game than the novice players who played less than 30 minutes a week (Smith, Tsai, Wong, Brooks, & Peterson, 2008). Higher sport skills and better understanding of game situations (Blomqvist, Luhtanen, & Laakso, 2000) and better problem solving skill (DeVane & Durga, 2008) were found in the expert’s group. Considering the above performance difference, it is expected that the perception of believability is different between experts and novices. Returning to believability, those who often play Role Play Games are experienced with the genre. Through experience, they have developed expectations about what to do and the role of NPCs within a game. Others who never play RPGs do not have those expectations. Experts’ more developed schemas about RPG NPCs may be associated with higher overall believability ratings. This leads to the following hypothesis: H6: RPG players will rate N PC believability higher than those who are not experienced with RPGs. 29 Regarding human perception on character believability, time seems be an important factor. Certain believability qualities can be perceived faster and with less ambiguity than other qualities. For example, the appearance of a character is easy to perceive and doesn’t require much time or cognitive processing compared to perceiving personality or experiencing social relations. It is not clear how much each individual category contributes to the total character believability. If an interaction between players and NPCs is very short, appearance probably has a bigger impact on overall believability. Other categories such as personality can make more contn'bution to believability as the interaction unfolds over time. Technology has been one of the important factors in making a game realistic. As technology developed, many factors in games such as character design and sound and video quality became more and more realistic/believable. Researchers found that many technological developments in game design such as sound, graphic, CPU speed, etc. has made games more realistic (Frauenfelder, 2001; Kramer, 1995; Loftus & Loftus, 1983; Newman, 2002). Moreover, studies on game environment such as sounds and graphics revealed that gamers liked a more realistic game environment, and male gamers liked these realistic settings more than female gamers did (Wood, Griffiths, Chappell, & Davies, 2004). Shapiro and Chock studied the relation between typicality and reality using video taped television programs. They found that the drama that contains more realism evokes more enjoyment (2003). Also, believability was insisted as one of the prerequisites of media enjoyment (Vorderer, Klimmt, & Ritterfeld, 2004). Usually new games adapt more advanced technologies than relatively old games. Concurrent with 30 technological advances, game designers continue to innovate and attempt to make better games. This leads to the following hypothesis: H7a: Characters in Newer games will be more believable than characters in old games. H7b: Characters in Newer games will be more enjoyable than characters in old games. The quality of games varies widely, whether the criterion is game sales or critical acclaim. Many rating websites have published the quantified scores of all various media forms such as movie, video games, TV, music, etc. based on various categories. Technological improvement can also be seen in many good-rated games in general. The ingredients for good video games have revealed various aspects of the video games ranging from character to interface. Especially for RPG, deep world history design, evolution of MOBs (evil NPCs) and believability principles of MOB behavior were suggested as factors for making enhancing Massively Multiplayer Online Games (Tychsen). Also, character was reported as one of the important elements with other qualities in creating a believable world (Dormans, 2006). This leads to the following hypothesis: H8a: Characters in games with good rating will be more believable than characters in lower rating games. H8b: Characters in games with good rating will be more enjoyable than characters in lower rating games. Except several recent games, RPG generally put game players in a good guy position completing a main quest by fighting against villain characters, or going through 31 adventures. Related to the game players’ role in games, NPCs usually have two different roles: helpers or antagonists. All NPCs in F irst-Person-Shooter games are all villains trying to kill game players while NPCs in RPG are populated good guys, bad guys, and neutral characters. Good characters in RPG are characters that help game players by providing some hints or information that can be critical in completing quests while evil characters try to threat/kill hindering game players in finishing quests. It is assumed that evil characters appeared to be someone liver posting tangible threats than good characters because it might be easy for designers to build few attributes more vivid for evil characters rather than putting various important attributes to good characters. On the other hand, good characters are given relatively important roles than evil characters in general. It is assumed that character designers put more hours in creating good characters than evil characters because good characters perform more important roles than evil characters. This leads to the following research question: RQ3a: How will the general believability level relate to the character good/evilness? Will the evil characters be more believable or less believable? RQ3b: How will the enjoyment level relate to the character good/evilness? Will the evil characters be more enjoyable or less believable? 32 METHODS To test the hypotheses, four RPG games were selected (two new and two old; two with high Metacritic scores and 2 with low Metacritic scores). Within each game, one antagonist NPC and one protagonist NPC were selected. 30 second digital videos of the NPC’s interaction with a player were recorded. Study participants viewed each video, answered a series of believability questions about that character, and repeated this process for all eight characters. N PC Selection Different game genres include particular NPC roles and NPC-player interactions. For the character believability study with NPCs a game genre was needed that met some basic requirements of the study. First, the game should guarantee that game players’ interaction time with NPCs is long enough to experience believability qualities that go beyond physical appearance, such as emotion and personality. A computer character’s internal state can have three different layers (emotion, mood, and personality), and the effect duration for experiencing these layers were reported to be short, medium, and long respectively (Schaap & Bidarra, 2009). In some game genres such as first person shooter games, the interaction between game players and NPCs is unidimensional (shoot and be shot at) compared to other genres such as Role Play Games (RPGs) in which the player and the NPCs have more diverse roles and interactions. Similarly, the role of NPCs in racing games is very limited, having little effects on game directions, and the behavior patterns of the NPCs in the game is very simple such as just sitting next to your character in a car or driving other cars competing with you. On the other hand, RPGs and Massively Mutliplayer Online Games (MMOs) deeply integrate NPCs into gameplay. 33 Finally, it is important for the game to be a single player game. In a multiplayer game, live humans represented by avatars would co-exist in the game with NPCs. In those games the believability of the NPCs may suffer by comparison to real humans. For the actual screening of game genres, the list of computer game genres in Metacritic was used. The Metacritic website (www.mctacriticcom) uses a unique scoring system called Metascore to evaluate the quality of various electronic medium such as games, television, movie, music, etc. According to the website, the Metascore is “a weighted average of all of the scores assigned by individual critics to that movie, game, i book or album” (citation: http://www.mctacritic.com/about/scoring.shtml). All the game genres in Metacritic were scrutinized with the above screening rules. Many genres such as racing, first person shooter, etc. were eliminated by the first rule: guaranteeing enough interaction time with NPCs. Some genres such as simulation were rejected by the second rule above: revealing various behavior patterns. MMOs were eliminated because by definition they are multiplayer. Also, the interactions with NPCs in MMORPG games often remain minor and supplementary compared to the interactions between avatars. RPGs satisfy all of the above basic requirements of this study. Specifically, RPGs generally provide a game environment in which game players are able to interact with NPCs without any time limitation. Also, most RPGs have rich and diverse narrative structures in which NPCs take diverse roles ranging from primary (main quest) to minor (side quest). A first step in recruiting RPG characters to test the research questions/hypothesis of this study was to determine an objective sampling method for selecting RPG games. A starting point was a website listing RPGs, Metacritic scores, and a year of publish. RPGs 34 with third person perspective interface (especially the game with top-down interface) were eliminated due to the fact that many believability qualities would not be visible in the top-down interface. For example, the emotion could be found in a character’s facial expression which was impossible to reveal in top-down interface. Games for this study were selected based on two criteria -- published year and game quality score. Four games would be selected — one newer game with a high Metacritic score, one newer game with a low Metacritic score, one older game with a high Metacritic score, and one older game with a low Metacrtici score. Within each of the chosen games, two NPCs would be selected based on the NPC’s role (antagonist or protagonist). RPGs published earlier than year 2006 were grouped in “old games” while games published later than or in the year 2006 were grouped in “new games.” For the published year category, year 2006 was selected as the determining year considering the duration of game developments (one to three years)2. The Metacritic web site listed 63 RPGs initially. The Metascore categorization was decided by the distribution of all RPGs in the Metacritic website considering the lowest score (44) and the highest (95). The cutoff score for the high group was (84) and (71) for the lowest group. Games in middle Metascore were eliminated from the study in order to maximize the difference between good game and bad game. In a similar reason, the cutoff Metascore for the high group was set to 90 while the score for the lowest group was set to 70. The group with higher than 90 Metascore was labeled as “good games” while games with Metascore lower than 70 were labeled as “bad games” for the game quality score. The original list of RPGs with their Metasocre is listed in the Appendix. 2 http://en.wikipedia.org/wiki/Game_development 35 With the two between-game criteria, all games in the Metacritic were grouped in four different groups: high Metascore-new games (n=l), high Metascore-old games (n= 7), low Metascore-new games (n= 6), and low Metascore-old games(n=l3),. (Medium Metacritic score games were omitted from consideration to maximize the good game/bad game differences.) The four games for the study were randomly selected from those four game groups. The actual NPC recruitment was conducted within the four games. One protagonist or helpful NPC and one antagonist NPC was recruited from each game. The final NPC recruitment was made based on convenience (characters who appeared early in game play) due to the fact that game design companies don’t provide the exhaustive list of the NPCs in their games. The final NPCs were recruited along with the storyline of the game based on first-timeness and importance of character’s role. For example, the final good NPC was the first good and important character that game players may encounter along with main quest, and the bad NPC was the first evil and important character that game players may encounter in a storyline. For deciding the importance of a character’s role, the decision was made by whether the character was involved in main quest. RPGs challenge game players with various goals (they are called ‘quests’). There are two different types of quests in RPGs: main quests and side quests. In most RPGs, a main quest is the primary mission for game players and must be completed to advance through the game. In order to achieve the main quest, the game player must go through many pre-defmed events populated with primary and minor NPCs. The success of a RPG game usually depends on whether game players accomplish the main quest or not. The 36 completion of side quests seldom affects the success of a game, and only exists for additional exploratory enjoyment for game players. All final NPCs were important characters staged around events that are related to a main quest. For example, one of the final NPCs is a monk whose job is giving important information that is a critical piece of information in terms of completing a main quest to game players. Without contacting and getting information from him, it is impossible for game players to complete the main quest. The final eight NPCs were the first good or evil characters encountered along with a main quest. For this, many cheating websites that provided step-by-step information along with main quest were used. The final RPG NPCs are recruited in shown in Table 7. Table 7. Recruited NPCs Character Name Game Title Metascore Year High 94 Low High Low Procedures The purpose of this study is to measure the believability on various NPCs and compare them in order to retrieve some valuable information for game character designers. For this, the five believability qualities (personality, emotion, appearance and behavior, goal, and social relation) were revealed through extensive literature reviews. The believability of each NPC was measured in general believability questions asking about subjects’ general believability perception, as well as in specific believability 37 questions asking about subjects’ believability perception of each five believability quality. The game players’ subjective perception on character believability needs to be measured in a way that guarantees the maximum exposure of those qualities without any distractions or intervention. A research method in which participants are not distracted by the interaction with game characters was needed. For the above reasons, video clips were selected as test materials for this study rather than letting participants experience the actual NPCs in the very game environment. Eight video clips were recorded from the very game environment of the eight recruited N PCs. The video clips included almost all behavior patterns of each individual NPC in their game environments. The NPC videos varied in length from one minute thirty seconds to two minutes depending on the behavior patterns. Subjects in the study were required to access a website which contains all the materials and questionnaires. The order in which the eight NPCs were presented was varied randomly in order to avoid the practice effect in repeated measure. Subjects were able to control the video clips in terms of play, pause, stop, rewind, and fast-forward so that they could replay the video clips if they wanted. Afier each NPC video clip, subjects were asked to answer questions regarding the believability of the NPC they just watched. The survey consisted of two parts. The first set of questions measured game players’ perception on believability of each character they just watched. Four general believability questions asked about general believability of the NPC and six believability questions asked about their perception on five different NPC qualities (two for appearance, and one each for behavior, emotion, goal, social relation, and personality). A 38 final question asked about subjects’ general enjoyment of the NPC. All of the operationalizations of these concepts were developed for this study due to the lack of previous research on believability. The response categories used a five level Likert Scale with 5 representing strong agreement and 1 representing strong disagreement. In the last part of the survey, subjects were asked about demographic information such as age, gender, college year, etc. 39 RESULTS Subjects in this study were recruited from a sophomore level introductory digital media course at a large Midwestern university. A total of 161 subjects participated. Participants were given extra credit in exchange for their participation. Thirty-eight were female, 119 were male, and 4 left gender blank on the survey. There were 38 subjects in their freshman year, 51 sophomores, 39 juniors, and 28 seniors. The subjects’ average age was roughly 21 (20.97) years old. Age of 19 and 20 occupied 49 % of the whole participant population. Among various game genres, 72 subjects (44.7%) reported action games as their favorite along with other genres: 66 participants (41%) for sports and first person shooter games, 59 (36.6) for adventures, 57 (35.4%) for RPG, 56 (34.8) for strategy, etc. Participants reported an average of 3.42 hours of RPG playing in a week ranging from 0 hour to 52 hours and an average 2.97 hours of playing in a session. Regarding the game player types, 59 participants showed preference on explorer type, 35 for socializer, 31 for achievers, and 12 killers. General Believability Four general believability questions measured the participants’ general perception on general believability including “In general, this character is believable within the game (Q1),” “The character in the game is what I would expect it to be (Q2),” “1 think this character is realistic within the game (Q3),” and “I think I could guess how this character might respond under different circumstances (Q4).” Table 8 shows individual character average believability across the eight NPCs. The four general believability questions were combined into a single additive scale. Cronbach’s alpha for the GB scale was 0.897. 40 Table 8. Individual Character Average Believability Across the Eight NPCs J auffre Dremora Vesit 233?: Paul Terrorist Yrsa Skeleton Avg. Ql Avg. 3.85 3.72 3.58 3.59 3.73 3.36 3.23 3.47 3.57 SD 0.87 0.87 0.99 0.91 0.92 1.01 1.05 0.98 0.95 Q2 Avg. 3.80 3.54 3.47 3.59 3.59 3.41 3.13 3.61 3.52 SD 0.85 0.93 0.97 0.91 0.96 1.01 1.01 0.85 0.94 Q3 Avg. 3.82 3.55 3.60 3.54 3.66 3.23 3.28 3.51 3.52 SD 0.87 0.96 1.01 0.97 0.99 1.03 1.00 0.93 0.97 Q4 Avg. 3.50 3.29 3.46 3.29 3.54 3.33 2.75 3.34 3.31 SD 0.93 0.99 0.99 1.07 0.96 1.04 1.07 1.07 1.02 General Avg. 3.74 3.53 3.53 3.50 3.63 3.33 3.10 3.48 3.48 Believability 0.88 0.94 . 1.02 . 0.96 Average GB ranged from a low of 3. 10 (SD = 1.03) for Yrsa to a high of 3.74 (SD = .88) for J auffre, both of whom were protagonist NPCs. J auffre was rated the highest on general believable (M = 3.74, SD = .88) among the NPCs with the lowest standard deviation (0.88) indicating relatively high agreement on the score. The least general believable NPC was Yrsa (3.10) with the highest standard deviation (1.03). Other NPCs showed general believability ranging from 3.3 to 3.6. Yrsa and Terrorist were NPCs that showed the lowest agreement on the believability (a standard deviation of 1.02 for Terrorist and 1.03 for Yrsa). However, the agreement on believability score was about the same across the NPCs ranging from 0.88 to 1.03. In general, all NPC general believability ratings had consistent levels of standard deviation across the four questionnaires. Specific Believability Qualities The specific believability (SB) qualities measured the participants’ perception on five specific believability qualities that were derived from the believability literature review. The specific believability qualities included “The personality of this character is convincing to me (personality),” “The appearance of this character makes sense to me 41 (appearance 1),” “The way this character behaves makes sense to me (appearance 2),” “The way this character responds to me resembles how humans respond to each other (social relation),” “1 can clearly understand this character’s motivations (goal),” and “The emotional expression of this character is very clear and convincing to me (emotion).” The five specific believability questions were combined into a single additive scale. Cronbach’s alpha for the SB scale was 0.917. Table 9 shows detailed NPC specific believability ratings by character. Table 9. NPC Specific Believability Quality Ratings J auffre Dremora Vesit 223:? Paul Terrorist Yrsa Skeleton Avg. Personality Avg. 3.73 3.43 3.25 3.38 3.52 3.14 2.82 3.27 3.32 SD 0.88 0.94 1.12 1.02 0.97 1.14 1.06 1.04 1.02 A Avg. 3.91 3.58 3.56 3.56 3.59 3.28 3.11 3.51 3.51 ppea’ance so 0.87 0.94 1.03 0.94 1.00 1.12 1.06 0.95 0.99 Behavior Avg. 3.79 3.51 3.39 3.32 3.69 3.24 2.81 3.40 3.39 SD 0.86 0.88 1.08 1.03 0.89 1.04 1.15 0.97 0.99 Social flg. 3.56 2.59 3.21 2.50 3.50 2.62 2.38 2.53 2.86 relation SD 0.91 1.11 1.14 1.04 1.01 1.11 1.01 1.10 1.05 Goal Avg. 3.74 3.34 3.31 3.22 3.69 3.22 2.53 3.34 3.30 SD 0.85 1.09 1.05 1.13 0.88 1.16 1.09 1.14 1.05 Emotion Avg. 3.41 3.24 3.11 3.27 3.19 2.81 2.59 3.22 3.11 SD 1.03 1.11 1.20 1.14 1.09 1.12 1.09 0.97 1.09 Paralleling the general believability results, J auffre was rated highest on the specific believable qualities (3.69) across all NPCs while Yrsa was the least believable in terms of the specific believability qualities (2.71). The specific believability qualities for all other NPCs were in between 3.05 and 3.53. Again the result was very similar to that of general believability. In general, the appearance of NPCs was rated more believable (3.32 on average) than other believability qualities while social relation believability seemed to be the hardest to achieve (2.86 on average). Again all NPCs showed roughly the same standard deviation ranging from 0.90 (J auffre) to 1.12 (Terrorist). The standard 42 deviation across believability qualities showed almost the same level of agreement on each score ranging from 0.99 (appearance 1 & 2) to 1.09 (emotion). Enjoyment The enjoyment question measured the participants’ general perception on how much they expected to enjoy playing with the NPC: “It would be enjoyable to play with this character in a game (enjoyment).” Table 10 shows average responses by individual NPC. Table 10. Individual NPC Average Enjoyment Young Grom 3.17 3.16 3.06 3.00 3.42 2.98 2.41 1.10 1.11 Jauffre Dremora Vesit Terrorist Yrsa Skeleton Avg. 3.09 3.32 1.03 Enjoyment Jauffre and Dremora had almost the same expected enjoyability, while Yrsa was rated the least enjoyable. The standard deviation showed roughly the same level across all NPCs. H1 to H5: General and specific Believability H1: A character’s appearance will be closely related to that character’s general perceived believability. H2: A character’s personality will be closely related to that character’s general perceived believability. H3: The goals of a character will be closely related to that character’s general perceived believability. H4: A character’s emotions will be closely related to that character’s general perceived believability. 43 H5: A character’s social relations will be closely related to that character’s general perceived believability. For these hypotheses, the general believability index (combining all four GB questions) and five believability qualities (six questions) were the average scores across eight different NPCs. The general believability score was calculated by averaging four general believability questions across eight NPCs measuring general perception of believability. In order to study the relation between the general believability and the specific believability qualities, the general believability score was compared to each specific believability qualities. These scores were subjected to a Pearson correlation. For an alpha level of .01, all correlations were found to be statistically significant. Table 11 shows the result of correlation of believability qualities among NPCs. In general, personality and appearance (both appearance and behavior) showed high correlation with general believability. The highest correlation with the general believability among believability qualities was personality (r(159)= 0.805, p < 0.01) while the second and third highest was behavior (r(159)=0.789, p < 0.01) and appearance (r(159) = 0.769, p < 0.01) in turn. Each NPC showed the highest correlation only with personality (Terrorist, Skeleton, Vesit, and Yrsa), appearance (Dremora and Grom) and behavior (Jauffre and Paul). Table 11 shows the result of correlation between each believability quality and general believability. Among five believability qualities, appearance 1, appearance 2, goals, emotion, and personality were strongly correlated with general believability while the correlation between social relation and general believability was significant but weak. Hypothesis 1, 2, 3, 4 were supported by the data while hypothesis 5 (general believability and 44 personal relations) was not supported. Table 11. Correlation Between Each Believability Quality and General Believability < a: th highest correlation within NPC> a Pearson Correlation 0.638 0.167 0.560 0.489 0.693" 0.621 2 Significance 0.000 0.000 0.000 0.000 0.000 0.000 5 N 161 161 161 161 161 161 Pearson Correlation 0.719 0.630 0.570 0.651 0.715 0.7542’ é: Significance 0.000 0.000 0.000 0.000 0.000 0.000 is "’ N 161 161 161 161 161 161 ... Pearson Correlation 0.656a 0.425 0.545 0.555 0.572 0.646 E Significance 0.000 0.000 0.000 0.000 0.000 0.000 e i-l N 161 161 161 161 161 161 Pearson Correlation 0.706 0.543 0.642 0.490 0.697 0.717a :56 Significance 0.000 0.000 0.000 0.000 0.000 0.000 0‘ N 161 161 161 161 161 161 ‘3 Pearson Correlation 0.723:1 0.260 0.571 0.543 0.719 0.676 0 % Significance 0.000 0.000 0.000 0.000 0.000 0.000 "’m‘ N 161 161 161 161 161 161 Pearson Correlation 0.7273 0.590 0.589 0.552 0.541 0.652 :5, Significance 0.000 0.000 0.000 0.000 0.000 0.000 > N 161 161 161 161 161 161 Pearson Correlation 0.675 0.295 0.380 0.557 0.7163 0.621 5 Significance 0.000 0.000 0.000 0.000 0.000 0.000 O N 161 I61 161 161 161 161 Pearson Correlation 0.697‘11 0.458 0.596 0.542 0.611 0.645 >2; Significance 0.000 0.000 0.000 0.000 0.000 0.000 N 161 161 161 161 161 161 Average R=0.805 R =0.473 R=0.599 R=0.595 R=0.769 R=0.789 The five believability qualities were subjected to a Pearson correlation. For an alpha level of .01, all correlations were found to be statistically significant. The strongest correlation was found between personality and appearance (r(159) = 0.826, p < 0.01) while the weakest correlation was between goal and social relation (r(159) = 0.498, p < 45 0.01). The table 12 shows the result of correlation among believability qualities. All believability items were significantly correlated, but social relations were the most distinct. Table 12. The Result of Correlation Among Believability Qualities Personality Social relation Goal Emotion Social relation .566 Goal .719 .498 Emotion .785 .594 .677 Appearance .826 .481 .714 .680 ROI and RQ2: Which specific believability qualities are most related to general believability RQI: How will the general believability level be constructed in relation to the five ‘ believability qualities? Will the general believability be established by one or few believability qualities? RQ2: If so, how will other believability qualities affect the general believability? Will they lower the general believability? Regression was used to analyze the relationship between the general believability and the specific believability qualities. Significant variables are shown in Table 13. Consistent with the result from correlation analysis, the regression result showed higher coefficients in personality, appearance, and behavior with statistical significance. In all NPCs, six believability qualities explained 60 to 78 percent of the whole variation in general. 46 Table 13. Regression between General Believability and Specific Believability Qualities 47 Coefficients p R2 F/sig Personality 0.158 0.005 E Appearance 0.302 0.000 0 Behavior 0.066 0.276 5 Social relation -0.20 0.547 0628 43'368/0'000 0 Goal 0.178 0.000 Emotion 0.032 0.441 Personality 0.205 0.000 0 A pearance 0.198 0.000 5 Behavior 0.246 0.000 E Social relation 0.094 0.023 0778 90'068/0'000 Goal -0. l 7 0.703 Emotion 0.153 0.000 Personality 0.136 0.014 1;; Appearance 0.174 0.000 E Behavior 0.164 0.004 5 Social relation 0.003 0.940 0607 39'613/0'000 9‘ Goal 0.128 0.003 Emotion 0.138 0.004 Personality 0.138 0.011 Appearance 0.21 3 0.000 ”5 Behavior 0.215 0.000 a“: Social relation 0.092 0.025 0'75 64'545/0'000 Goal 0.181 0.000 Emotion 0.028 0.437 Personality 0.215 0.000 8 Appearance 0.229 0.000 :5 Behavior 0.193 0.000 3 Social relation 0.009 0.746 0'719 65'718/0'000 m Goal 0.023 0.522 Emotion 0.078 0.048 Personality 0.303 0.000 Appearance 0. 1 52 0.001 '5'; Behavior 0.122 0.035 § Social relation -0.004 0.943 063] 43'972/0'000 Goal 0.155 0.001 Emotion -0.012 0.800 Personality 0.191 0.000 E Appearance 0.345 0.000 Behavior 0.131 0.008 S Social relation 0.010 0.795 06“ 50'100/0'000 Goal 0.005 0.897 Emotion 0.067 0.1 11 Personality 0.293 0.000 Appearance 0.259 0.000 3 Behavior 0.159 0.000 ; Social relation -0.049 0.331 0'693 57'890/ 0'000 Goal 0.120 0.019 _otion _ _ 0.011 0.14 Personality, appearance 1 (outfit), and appearance 2 (behavior) were significant predictors for general believability with similar level. General believability seemed to reflect surface level of believability. Table 14 shows the five believability quality scores of eight different NPCs along with their general believability scores as well as the average of five believability quality scores. Table 14. The Five Believability Quality Scores Among 8 NPCs New Old High Score Low Score High Score Low Score Evil Good Evil Good Evil Good Evil Good Dremora Jauffre Terrorist Paul Skeleton Vesit Grom Yrsa Personality 3.43 3.73 3.14 3.52 3.27 3.25 3.38 2.82 Emotion 3.24 3.41b 2.81 3.19b 3.22 3.11b 3.27 2.59 Social relation 2.59b 3.56 2.62b 3.5 2.53 b 3.21 2.50b 2387" Goals 3.34 3.74 3.22 3.693 3.34 3.31 3.22 2.53 Appearance 3.58a 3.91a 3.28a 3.59 3.51a 3.56a 3.56a 3.10a Behavior 3.51 3.79 3.24 3.69’1 3.40 3.39 3.32 2.80 General B 3.52 3.74 3.33 3.63 3.48 3.53 3.50 : 3.09 Correlation with R=0.731 R=0.866 R=0.764 R=0.828 R=0.803 R=0.768 R=0.733 R=0.779 General B P=0.000 P=0.000 P=0.000 P=0.000 P=0.000 P=0.000 P=0.000 P=0.000 N=l6l N=161.5 N=16l N=161 N=161 N=l6l N=l6l N=l6l < a=the highest believability among five believability quality> < b=the lowest believability among five believability quality> Each highest believability score among five believability qualities was slightly higher than the general believability score except Terrorist. The general believability score was slightly higher (3.33) than the highest score among five believability qualities (3.28). In general, the general believability score was almost the same with the highest believability score among five believability qualities. It seemed that the general believability perception was constructed mainly by one or few well-designed believability quality without being hassled by other believability qualities much. The schema game players created from each character may be big and vague enough to accommodate all the combination the five believability qualities created. In other worlds, 48 each five believability qualities worked together in order to build a schema for the character not necessarily conflicting each other. The clearest quality may boost the general perception of believability while other qualities added up some uniqueness. The highest believability quality scores were from appearance in most cases (Dremora: 3.54 from its appearance, Jauffre: 3.85 from its appearance, Terrorist: 3.26 from its appearance, Paul: 3.69 from its goals, Skeleton: 3.46 from its appearance, Vesit: 3.47 from its appearance, Grom: 3.44 from its appearance, and Yrsa: 2.96 from its appearance). The highest score for Paul was from Goals, but the appearance of Paul was about almost the same. It seemed that game players perceived the appearance of character with the highest degree of believability. Individual Differences and Believability H6: RPG gaming hours will result in higher general believability. Regression was used to analyze the relationship between hours of RPG playing and general believability. The hours of RPG playing did not significantly predict the general believability (b = .011, t(151) = 1.663, p = 0.098). Hypothesis H6 was not supported. Believability Factors Factor analysis was conducted on the four general believability and six specific believability quality questions which were averaged with eight NPCs to look for underlying dimensions within each character. Principal components analysis with Varimax rotation was used. Table 15 shows the result of factor analysis. 49 Table 15. The Result of Factor Analysis Rotated Component Matrix' Component 1 2 General Believability l .913 .278 General Believability 2 .887 .275 General Believability 3 .900 .282 General Believability 4 .330 .707 Social relation .087 .861 Emotion .449 .737 Appearance 1 .848 .306 Appearance 2 .724 .563 Personality .697 .606 Goal .504 .663 Extraction Method: Principal Component Analysis. Rotation Method: Varimax with Kaiser Normalization. Two factors emerged accounting for 79.68% of the variance. Three of the general believability questions (general believability question 1, 2, and 3) and three of the specific believability qualities (personality, appearance] and appearance2) loaded .6 or higher on factor 1. General believability question 4 and four of the specific believability qualities (personality, social relation, goal and emotion) loaded .6 or higher on factor 2. Three questions -- “the personality of this character is convincing to me (personality),” “the way this character behaves makes sense to me” (appearance2), and “I can clearly understand this character’s motivations (goal),” loaded higher than .5 on both factors. The items loading high on both factors have something in conceptual common -- they relate to how well the respondent feels they could predict how the NPC might behave. Dimension 1, Surface Believability, combines four questions that had higher loadings than 0.8 in only component 1. Surface Believability relates to judgments about the NPC 50 which could be made quickly, at first glance. Surface Believability combined “In general, this character is believable within the game,” “The character in the game is what I would expect it to be,” “I think this character is realistic within the game,” and “The appearance of this character makes sense to me.” Average responses (3.53) combining all characters were higher than neutral (3) on the five-point scale of Surface Believability ranging from 1.59 to 5. Surface believability included three of the general believability questions but excluded the fourth general believability question: “I think I could guess how this character might respond under different circumstances.” The excluded question seemed to be different with the other three questions in requiring more cognitive capacity to process the information while the other three questions asked cognitively shallow attributes of believability relatively. Also, the Specific Believability appearance 1 question (“The appearance of this character makes sense to me.”) asked about static appearance of NPC that was easy to perceive and didn’t need much cognitive capability to process. In general, Surface Believability dealt with snap judgment attributes of believability that didn’t need much cognitive power to process and were faster to perceive. Dimension 2, Personal Believability, combined three believability qualities (the appearance 2 behavior patterns, personality and goal): “The way this character behaves makes sense to me,” “The personality of this character is convincing to me,” and “I can clearly understand this character’s motivations.” Average responses combining all characters were 3.33 on a five-point scale of Personal Believability ranging from 1.71 to 4.75. Personality Believability measured a more intermediate type of believability 51 attributes that need a little more cognitive capability to process than Surface Believability. However, these believability attributes didn’t need heavy cognitive processing compared to the Predictable Believability. Predictable Believability, the special third scale combined two believability qualities (emotion and social relation) and one general believability: “ The emotional expression of this character is very clear and convincing to me,” “The way this character responds to me resembles how humans respond to each other,” and “I think I could guess how this character might respond under different circumstances.” Average responses were slightly higher than neutral (3) on the five-point scale of Predictable Believability ranging from 1.58 to 4.75. Predictable Believability consisted of attributes that need heavy cognitive capability to process and time interacting with the character. Predictable Believability is probably the hardest for designers to incorporate and might be expected to evidence lower believability ratings. It may be the highest threshold for believability. An NPC could perform well on Surface and Personal Believability, yet fail on the Predictability dimension. Considering these three believability dimensions over time, Surface Believability is an immediate, snap judgment. Personal Believability judgments follow quickly, and Predictable Believability qualities take time and character interaction to form. Because the goal of this research is to explore relationships among different facets of NPC believability, the three items that loaded onto both factors were treated as their own unique scale. The three believability scales were constructed by summing items that loaded .6 or higher on the factor with their relative contribution on the other factor. The summed scales were then divided by the number of items so that the resulting means 52 could be interpreted as roughly corresponding to the 5 point Likert scale used for the individual items. The Surface Believability has the highest mean value while Personal Believability is lower than the Surface Believability but higher than the Predictable Believability. Although they emerged as two separate factors, Surface Believability and Personal Believability are highly correlated. Table 16 shows the correlations between three new believability dimensions. All the correlations were statistically significant at the 0.01 level. Table 16. The Result of Correlations between Three New Believability Dimensions Personal Believability .854 Predictable Believability .619 .827 Table 17 summarizes the mean values, min/max, standard deviation, and Cronbach’s alpha of those three scales. Cronbach’s Alpha was calculated to check the reliability of these scales. All reliabilities were above .78, with Surface Believability at .954, Personal Believability at .9, and Predictable Believability at 0.781. Table 17. The Mean, Min/Max, Standard Deviation, and Cronbach's Alpha of Three New Believability Dimensions Minimum Maximum Mean Std. Deviation Alpha Surface Believability 1, 59 500 35306 _ 58248 0.954 Personal Believability 1,71 4,75 3.3362 , 56194 0.900 Predictable believability 1,53 4,7 5