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Persu - An architecture to apply persuasion in Interactive Storytelling


Abstract In this paper we describe an architecture to influence a user in an interactive storytelling context that is based on results from the social psychology's area of persuasion. Several important concepts of persuasion, such as how people make decisions, and how we can influence that process are discussed. We describe the several components of the architecture and how we applied them in a small study where we have successfully influenced the players of a story in following a specific path.
Year 2011
Authors Rui Figueiredo, Ana Paiva
Booktitle ACE - Advances in Computer Entertainment
Publisher ACM
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@inproceedings { figueiredo11, abstract = {In this paper we describe an architecture to influence a user in an interactive storytelling context that is based on results from the social psychology's area of persuasion. Several important concepts of persuasion, such as how people make decisions, and how we can influence that process are discussed. We describe the several components of the architecture and how we applied them in a small study where we have successfully influenced the players of a story in following a specific path.}, booktitle = {ACE - Advances in Computer Entertainment}, publisher = {ACM}, title = {Persu - An architecture to apply persuasion in Interactive Storytelling}, year = {2011}, author = {Rui Figueiredo and Ana Paiva} }

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