Immersion level and bot player identification in a multiplayer online game: The World of Warships case study
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Keywords

immersion
multiplayer online games
bot player identification
unsuspecting Turing Test

How to Cite

Łupkowski, P., & Krajewska, V. (2019). Immersion level and bot player identification in a multiplayer online game: The World of Warships case study. Homo Ludens, (1 (11), 155–171. https://doi.org/10.14746/hl.2018.11.9

Abstract

In this paper we present the results of an experimental study of bot identification in a multiplayer online game. Our game of choice for the study was World of Warships. The tested group consisted of 30 subjects (15 experienced players and 15 players without significant experience in this domain). Subjects played the game against bots or against human players. The main hypothesis for the study was that the more immersed a player was, the less accurate s/he will identify the opposing players (as human players or as bots). On the basis of the results, this hypothesis cannot be confirmed.

https://doi.org/10.14746/hl.2018.11.9
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