- Page 4 and 5: Aalto University Publication Series
- Page 7 and 8: Contents List of Publications 9 Ack
- Page 9 and 10: List of Publications This thesis co
- Page 11 and 12: Introduction To explain my interest
- Page 13 and 14: 1. Introduction 13 Game designers h
- Page 15 and 16: 1. Introduction 15 tertainment. Whi
- Page 17 and 18: 1. Introduction 17 and involuntary
- Page 19 and 20: 1. Introduction 19 dition, the game
- Page 21 and 22: Game Characters Characters are an i
- Page 23 and 24: 2. Game Characters 23 can fly, and
- Page 25 and 26: 2. Game Characters 25 Figure 2.1: H
- Page 27: 2. Game Characters 27 David Houghto
- Page 31 and 32: 3. Game and Gameplay Design 31 Figu
- Page 33 and 34: 3. Game and Gameplay Design 33 what
- Page 35 and 36: Character Engagement and Game Desig
- Page 37 and 38: 4. Character Engagement and Game De
- Page 39 and 40: 4. Character Engagement and Game De
- Page 41 and 42: Conclusions My study has two primar
- Page 43 and 44: 5. Conclusions 43 Factor Perceivabl
- Page 45 and 46: 5. Conclusions 45 PC that lead to s
- Page 47 and 48: References AARSETH, E., 2004. Genre
- Page 49 and 50: References 49 Behavioral Neuroscien
- Page 51 and 52: References 51 New York: John Wiley
- Page 53 and 54: References 53 NICHOLS, S., 2004. Im
- Page 55 and 56: References 55 K., C-64 version. Mas
- Page 57 and 58: Research Material Assassin’s Cree
- Page 59 and 60: Appendix 1 59 Quick Start Cthulhu.
- Page 61 and 62: Gameplay Design Patterns In this Ap
- Page 63 and 64: Appendix 2 63 Detective Structure I
- Page 65 and 66: Appendix 2 65 accepted and disallow
- Page 67 and 68: Appendix 2 67 References —— art
- Page 69 and 70: Appendix 2 69 sibility of Surprises
- Page 71 and 72: Appendix 2 71 —— Modulates: Cha
- Page 73 and 74: Appendix 2 73 (Egri, 1960) of a cha
- Page 75 and 76: Lies and Seductions Credits CREATIV
- Page 77 and 78: Article 1 77 Characters in Computer
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Article 1 79 It is important to not
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Article 1 81 attacks, which are all
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Article 1 83 almost anything in the
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Article 1 85 situation(s) —— Ch
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Article 1 87 its physiological, soc
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Article 1 89 Banner. Obviously, it
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Article 1 91
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Article 2 93 Player Character Engag
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Article 2 95 elaborately simulated
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Article 2 97 affects and performing
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Article 2 99 (Björk and Holopainen
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Article 2 101 player would fear the
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Article 2 103 available and what po
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Article 2 105 Many games also use c
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Article 2 107 petty criminal, Tommy
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Article 2 109 site for empathetic e
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Article 2 111 Grodal, T. (1999). Mo
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Article 2 113 emotion. Personality
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Article 2 115
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Article 3 117 Gameplay Design Patte
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Article 3 119 are constructed predo
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Article 3 121 ter, especially in ga
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Article 3 123 General overview Clau
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Article 3 125 similar goods. This i
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Article 3 127 Conversational Respon
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Article 3 129 is very strict one an
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Article 3 131
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Article 4 133 Gameplay Design Patte
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Article 4 135 described in this pap
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Article 4 137 the ANT, is seeing a
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Article 4 139 Egri’s Premise rela
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Article 4 141 Reactions as they do
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Article 4 143 this can be seen as a
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Article 4 145 heathens as part of o
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Article 4 147 Faction member will h
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Article 4 149 Discussions In this s
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Article 4 151 than character relati
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Article 4 153 Conference, 2007. 30.
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Article 4 155 Name Information Pass
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Article 5 157 Lies and Seduction Pe
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Article 5 159 Figure 2. A gameplay
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Article 5 161
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Article 6 163 Character-Driven Game
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Article 6 165 and physique); ——
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Article 6 167 —— providing goal
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Article 6 169 Part of a character d
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Article 6 171 Character Defining Ac
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Article 6 173 given that the traits
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Article 6 175 and want to be in goo
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Article 6 177 rectly available to a
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Article 6 179 4th ed. Steve Jackson
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Article 6 181
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Petri Lankoski MA, Lecturer, Game D