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Polibits

On-line version ISSN 1870-9044

Polibits  n.44 México Jul./Dec. 2011

 

A Model of Decision–Making Based on the Theory of Persuasion used in MMORPGs

 

Helio C. Silva Neto*, Leonardo F. B. S. de Carvalho**, Fábio Paraguaçu***, and Roberta V. V. Lopes****

 

MSc in Computational Modeling of Knowledge, Federal University of Alagoas (UFAL), Postcode 57072–970, Maceió, AL, Brazil (*helio.hx@gmail.com, **lfilipebsc@gmail.com, ***fabioparagua2000@gmail.com, ****rv2l@hotmail.com).

 

Manuscript received June 21, 2011.
Manuscript accepted for publication August 25, 2011.

 

Abstract

From a videogame perspective, decision–making is a crucial activity that takes place at all times and at different leveis of perception. Moreover, this process influences the gamers' performances, which is an interesting feature for RPGs as they are games that are able to work as tools for increasing the improvement of the proximal development zones of players due to their inherent trait of cooperation, which alone, stimulates their skills of socialization, interaction and, consequently, communication. A feat that is achieved by involving players in a kind of plot that requires them to interact and take decisions, hence, favoring decision–making process. For these reasons, the RPG genre was considered as an appropriate test bed to apply the decision–making model proposed by this paper, which was built by using a Petri Net and that combines concepts taken from The Game Theory and from the reciprocity principle from the Theory of Persuasion.

Key words: Psychology of persuasion, systems decision making, MMORPG, RPG, Petri net and game theory.

 

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