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The nature of humans interacting with interface characters (e.g., embodied agents) is not well understood. The I-PEFiC model provides an integrative perspective on human-character interaction, assuming that the processes of engagement and user interaction exchange information in explaining user responses with interface characters. An experiment using the(More)
Human-like characters in the interface may evoke social responses in users, and literature suggests that realism is the most important factor herein. However, the effects of interface characters on the user are not well understood. We developed an integrative framework, called I-PEFiC, to explain 'persona' and realism effects on the user. We tested an(More)
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a(More)
We investigated the effects of facial similarity between users and embodied agents under different experimental conditions. Sixty-four undergraduates interacted with two different embodied agents: in one case the agent was designed to look somewhat similar to the user, and in the other case the agent was designed to look dissimilar. We varied between(More)
In an experimental setting, we investigated whether body shape similarity between user and interface character affected involvement with, distance towards, as well as intentions to use the character in an e-health context. Users interacted with an interface character with the same (similar) or with a different (dissimilar) body shape as their own.(More)
In this paper we provide a theoretical contribution to the area of experience design in the field of human-agent interaction. Our research focuses on the question which (emotional) processes lead to people's behavior of seeking or avoiding interaction with interface agents. A main starting-point for this research is the model for Perceiving and Experiencing(More)
The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were(More)