This page contains a complete description of the game items
Click HERE to download the complete description of the game items in pdf format.
Written out version of the game-items
Here are all items explained and where possible the choices are written out. The scores on the items are also showed. A higher score means a higher extraversion according to our hypotheses.
Activity:
ActB-1 = The time it takes the player to complete the game (in seconds). This is measured from the moment the player leaves the test module until the player leaves the actual experiment module.
ActB-2 = The player has to wait 60 seconds in an empty room. The distance walked is the measure. This is measured by having a vector saved every six seconds and calculating the distance between them.
ActC-1 = The player is told: “The king isn't available at the moment. You'll have to wait until he's ready.” He can then choose between three answer possibilities:
- Alright, where can I wait? (1)
- Do you know how long it will take? (2)
- I can't wait, take me to him now. (3)
ActC-2 = This takes place right after ActC-1. The NPC tells the player he will bring him to the clerk first. The player can choose between three answer possibilities:
- Alright, take me to the clerk then. (1)
- Are you sure it won't take too long? (2)
- Can't I go see the king now? I have really important information. (3)
Assertiveness:
AssA-1 = In the courtyard the player is told he needs a guard to escort him across. The player can respond with:
- So be it, lead the way, I'll be right behind you. (1)
- Alright, I'm going to the castle, you can follow me if you want. (2)
AssB-1 = The player has to talk to an NPC who is in conversation with another NPC. When the player addresses the NPC, the NPC tells him he has to finish his conversation first. The conversation is a loop however, and the time the player waits before breaking in on the conversations is the measure. This is measured in intervals of six seconds.
AssC-1 = The player meets the king and has urgent information to tell him. When he addresses the king, he can choose three ways to do this:
- Greetings my king, I am sorry to have interrupted you like this, but there is something you need to know. (2)
- You need to listen to me, I have important information for you. (3)
- Good day your highness, would you please listen to my story? (1)
Excitement-seeking:
ExcB-1 = The player has to change clothes before meeting the king. He can choose three different outfits:
- A black suit (1)
- A red suit (2)
- A multi-coloured suit (3)
ExcC-1 = When the player brought the information to the king, the king thanks him and tells the player he is done and can wait in the next room. The player can respond in three ways, asking for more errands to do or being okay with waiting:
- Alright, I'll be waiting in my room if you have anything else I can do. (1)
- Isn't there anything else I can do? (2)
- Let me do some more work, I've come all this way to warn you. (3)
Gregariousness:
GreA-1 = The player has to find some information about a girl for a guard. The player can go look in either the library (1) or the bar (2).
GreA-2 = When the player reaches the courtyard, the guard there offers to accompany the player to the other side. The player can decline (1) or accept (2) this offer.
GreB-1 = The player enters the bar and has to look for information. He has to find this by talking to the customers. These are spread into three differently sized groups. The group the player talks to first is considered his preference. There is a big group (3), two people talking (2), and someone on his own (1).
GreC-1 = The player has to talk to a guard to ask him to open a door. The guard asks the player why he is in such a rush. The player can respond in three different ways, ranging from one where he wants to continue as soon as possible to one where he stays to chat a bit:
- I can't tell you, I have to hurry. (1)
- I have some information that needs to reach the king as soon as possible. (2)
- There is a girl who overheard some people talking about conspiring against the king, they said they were going to overthrow him. (3)
Positive emotion:
PosA-1 = When the player is given the task to reach the king, the NPC asks the player the chances he will complete this. The player can answer in three ways:
- It should be no problem, I am very resourceful. I'll be at the king in no-time! (3)
- I have no idea, I've never been in the castle before, but I'll do my best. (2)
- I will try, but it's not easy to get to see the king, so don't get your hopes up. (1)
PosA-2 = The player will pass a guard who asks if he can buy the player’s drink. The player can then ask three different amounts:
- Just take it for free, I'm not thirsty anyway. (1)
- Sure, you can have it for 2 gold pieces. (2)
- I'm thirsty myself, but you can have it for 5 gold pieces. (3)
PosC-1 = After the player had the opportunity to alter the lighting and music in his room, the NPC outside asks him how he liked the room. The player has three answer possibilities:
- It looks alright, and the music is quite good. (2)
- Yes it's fantastic and the music is great. (3)
- It's a bit sober, but it's good enough. (1)
PosC-2 = When an NPC in the bar asks the player how he is doing, he can respond in three different ways, in which the amount of interest in the NPC and the expression of the player’s own feeling is different:
- I'm okay. Can I ask you a question? (1)
- I'm fine, thanks. How are you? (2)
- I'm feeling great! How about yourself? (3)
Warmth:
Beggarskip = The player encounters a beggar in the courtyard. The player can talk to the beggar (1), or ignore the beggar completely (0)
WarB-1 = In the bar, the player has to talk to at least five NPCs before they get the information they were looking for. After getting that information, the player can continue to next room. There are a few more NPCs in the room however, and for every NPC the player talks to after the information is known, a point is added.
WarC-1 = In the bar an NPC will talk to the player and asks him how he is doing. The player can respond in three different ways, in which a different amount of attention is given to the NPC:
- I'm fine, can I ask you a question? (1)
- I'm fine. How are you? (2)
- I'm fine, thanks. Can I buy you a drink? (3)