Henrik Warpefelt

Henrik Warpefelt
Kennesaw State University | KSU · Department of Software Engineering and Game Development

Doctor of Philosophy

About

16
Publications
11,469
Reads
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109
Citations
Additional affiliations
March 2017 - June 2020
Uppsala University
Position
  • Professor (Assistant)
Description
  • Tenure-track assistant professor of game design. Teaching programming, game design, and performing game studies research.
October 2016 - April 2017
Södertörn University
Position
  • Lecturer
Description
  • Teaching qualitative scientific methods for game studies and supervising bachelor thesis projects, primarily focused on game design topics.
September 2010 - June 2016
Stockholm University
Position
  • PhD Student
Education
September 2010 - May 2016
Stockholm University
Field of study
  • Computer and Systems Sciences

Publications

Publications (16)
Conference Paper
Full-text available
Non-player characters (NPCs) provide an important service in video games in that they provide an active connection to the narrative through their behavior, as if they were actors in a play. In this study, we aim to explore in what ways the visual appearance of an NPC affects how players perceive their role in the game, and what criteria players use...
Thesis
Full-text available
Over the last few decades there has been immense growth in the video game industry, and we have seen great improvements in both graphics and audio. Unfortunately, the development of artificial intelligence (AI) and non-player characters (NPCs) has not proceeded at the same pace. Although there have undoubtedly been improvements, the field as a whol...
Chapter
In recent years, there has been an explosion in the capability of systems of narrative generation, with systems like GPT-3 showing very promising results. However, these advances come at a cost in the form of significantly increased complexity and a loss of control for developers. This makes these systems less feasible as tools for game development...
Chapter
Over the last two decades, there has been an expansion of the field of human-computer interaction to move from a functionalist viewpoint to a viewpoint more focused on the user’s experience of an artifact. At the same time, the field of game studies has emerged as a way of understanding the user experience of games. Over the years, researchers have...
Article
Full-text available
In recent years, video games have arisen as a frontier for Artificial Intelligence (AI), with game developers making extensive use of AI technologies in their games. However, scholars have called for a more user-focused understanding of how AI affects the gaming experience. In this paper, we present a theoretical framework for how the user experien...
Conference Paper
This paper presents a method for gathering and evaluating user attitudes towards previously released video games. A three-part video game franchise was selected, and all user reviews of these games were collected. The most frequently mentioned words of the game were derived from this dataset through word frequency analysis. The words, called "aspec...
Article
Full-text available
In this study we aim to describe in what ways the behaviour of non-player characters (NPCs) affects to what extent the player finds the game experience to be believable. To this end, we have conducted an online survey, where respondents were asked to classify and describe NPCs. Furthermore, we also examined recordings of NPCs in games. These data s...
Conference Paper
Full-text available
In video games, non-player characters (NPCs) provide important services in that they facilitate the player's interaction with the game in a way that is in accordance with the expectations set by the narrative. It is, however, still unclear in what ways these NPCs must act, look, and feel in order to fulfill these expectations. In this study we aim...
Conference Paper
Full-text available
It is a common practice to use heuristic evaluations to assess usability and user experience of digital systems. Video games are no exception. Several video game researchers have presented different lists of best practice, design patterns, principles and heuristics over the last decade. The authors of this paper wanted to see if there is an aspect...
Chapter
Much of the current research into artificial intelligence (AI) for computer games has been focused on simple actions performed by the characters in games (such as moving between points or shooting at a target, and other simple strategic actions), or on the overarching structure of the game story. However, we claim that these two separate approaches...
Chapter
In this chapter we analyze the AI in NPCs in different games. In 2 studies we apply and develop a method for analyzing game AI based on a framework developed for classifying social theories and their ontological differences. Using observation during game play and analysis of the video captures of the game play we can see that the main focus of game...
Thesis
Full-text available
Among the most important factors governing enjoyment of computer games is immersion, or the feeling the player has of being in the game world. This feeling allows the player to be transported into the world of the game, where they can experience grand adventures and riveting tales. Many factors contribute to the feeling of immersion, but as with an...
Conference Paper
Full-text available
In recent years there has been significant improvement in the simpler actions performed by characters in computer games – such as navigating the world and attacking enemies and similar actions. In previous work, the ability of NPCs to adapt to changing circumstances was found to be inadequate in many circumstances. In order to validate these findin...

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