%0 Conference Proceedings %T Speech Recognition Game Interface to Increase Intimacy with Characters %+ Université de Tsukuba = University of Tsukuba %A Anzai, Saki %A Ogawa, Tokio %A Hoshino, Junichi %Z Part 1: Full Research Papers %< avec comité de lecture %@ 978-3-030-89393-4 %( Lecture Notes in Computer Science %B 20th International Conference on Entertainment Computing (ICEC) %C Coimbra, Portugal %Y Jannicke Baalsrud Hauge %Y Jorge C. S. Cardoso %Y Licínio Roque %Y Pedro A. Gonzalez-Calero %I Springer International Publishing %3 Entertainment Computing – ICEC 2021 %V LNCS-13056 %P 167-180 %8 2021-11-02 %D 2021 %R 10.1007/978-3-030-89394-1_13 %K Game %K Speech recognition %K Dialogue %K Intimacy %Z Computer Science [cs]Conference papers %X Although the number of games using speech recognition has increased in recent years, psychological effects such as intimacy with screen characters when using voice dialogue have not been clarified. We particularly focused on games that allow users to talk with characters relatively freely, and thought that the intimacy with the interactive partner is related to the enjoyment of the conversation and the game as a whole. In this paper, we selected a game interface that employs voice dialogue in combination with keyboard operation used in conventional games and compared the differences in the overall enjoyment and immersion in the game due to the differences in intimacy with the characters. As a result, we were able to show that the intimacy with the characters and the enjoyment and immersion of the game increased. Finally, a discussion on the type of interface that actually influenced the degree of intimacy and enjoyment while playing the game is given. %G English %Z TC 14 %2 https://inria.hal.science/hal-04144413/document %2 https://inria.hal.science/hal-04144413/file/519688_1_En_13_Chapter.pdf %L hal-04144413 %U https://inria.hal.science/hal-04144413 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-13056