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Character Driven Game Design

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<strong>Character</strong>-<strong>Driven</strong> <strong>Game</strong> <strong>Design</strong><br />

claims. Next, I introduce mimicry and empathy in more detail, because<br />

they are the main concepts in my argument.<br />

Mimicry and Empathy<br />

Affective expressions are contagious: when a person sees an emotional<br />

expression, the perceiver tends to imitate that expression. This imitation<br />

can be a small muscle activation or a perceivable expression. (E.g.,<br />

Ekman, 1993; Zajonc, 1985.) Imitation seems to be rather involuntary<br />

and automatic (Dimberg et al., 2000). In addition to the imitation of<br />

the expression, it seems that the perceived affects are also mirrored<br />

(Niedenthal et al., 2005). Mimicry of the expressions and mirroring<br />

affects form the basic mechanism for empathy (e.g., Decety, Jackson,<br />

2004).<br />

Decety and Jackson (2004) describe empathy as follows:<br />

[E]mpathy involves not only some minimal recognition<br />

and understanding of another’s emotional state (or most<br />

likely emotional state) but also the affective experience of<br />

the other person’s actual or inferred emotional state.<br />

In addition, Shaun Gallagher (2005, pp. 65–85) posits that another person’s<br />

actions—motor behavior—are understood in terms of one’s own<br />

action possibilities, and this understanding is partly instinctive in human<br />

beings. George Lakoff and Mark Johnson (1999) present a related<br />

idea, when they argue that empathy is an extension of our ability to<br />

imitate, project, and conceptualize oneself to the body of another.<br />

Mimicry and empathy can explain, at least partly, why people react<br />

to game characters affectively, and why people project human traits on<br />

to the characters. Self-impelled and distinct affective expressions are<br />

likely to trigger the parts of the brain that are used in social interaction,<br />

and therefore trigger relatively involuntary empathic affects and motor<br />

mimicry.<br />

While imitation and empathy can be used to explain why and how<br />

people react to characters, they are not enough to explain all the implications<br />

of viewing something as a human agent. In addition, we need<br />

to look at the general conception of the person or the human agent.<br />

Person Schema<br />

Schema (or prototype) theory is an attempt to explain concepts, and<br />

how human beings judge that an entity belongs to a certain category.<br />

Defining concepts using necessary and sufficient conditions seems to<br />

fail in explaining categories people use (see, e.g., Wittgenstein, 1973).<br />

Therefore, other theories are needed. The schema view assumes that a<br />

category has representative examples or a set of typical features. The<br />

theory proposes that when the people, for example, categorize an entity<br />

as a bird, the category invokes assumption that the entity have wings,

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