Situated Play, Proceedings of DiGRA 2007 Conference
© 2007 Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed,
commercial use requires specific permission from the author.
Exploring the Uncanny Valley with Japanese Video Game
Characters
Dr. Edward Schneider
Yifan Wang
Shanshan Yang
SUNY Potsdam
Abstract:
Dr. Masahiro Mori’s robotics design theory, the Uncanny Valley,
has become a common reference in virtual character design. The
theory holds that robots whose appearance is very close to being
human, but not fully, will evoke a very negative human reaction.
The theory is often referenced in design outside of robots,
especially in video games, but there is very little data to support
this application. The attempts at photorealistic graphics in the
latest round of video game hardware have made reference to the
valley common in even mass media discussion.
This study asked 60 subjects their opinions on 75 different virtual
characters from both inside and outside video games to investigate
the relationship between human-like appearance and attraction.
The results found definite parallels between Mori’s predictions
with robots and subject opinion on virtual characters, and have
direct application to video game character design.
Keywords:
Uncanny Valley, virtual characters, video games, character design.
Introduction:
Masahiro Mori’s robotics theory, The Uncanny Valley, has
become an increasingly common reference in discussion of video
game character design [Duffy 2003]. The term ‘Uncanny Valley’
refers to a temporary dip in the positive relationship between how
human a robot looks and how comfortable people are with its
appearance. Mori theorized the positive relationship continues
until robots get too close to being human in appearance without
being fully, at which point human reaction becomes negative
[Mori 1970]. Mori uses prosthetic limbs and zombies as examples
to explain the concept of being very close to being human but still
evoking a negative reaction. The most positive reaction then will
come from robots that perfectly mirror humans. The dip in
perceived attractiveness is what he called the ‘uncanny valley.’
Examples of the concept coming up in media are the repeated
mentions by film critic Roger Ebert [2004, 2006] and its use in
discussion on American sports channel ESPN of the newest
version of an American football game franchise [Hruby 2006].
However, unlike academic discussion of the Valley, popular
media discussion will most often use it in discussion of media like
video game and film..[Mori 2005] Research on the existence or
other aspects of the Uncanny Valley are almost entirely with
Robots, thus application to virtual characters is not what the
theory was intended to describe.
Mori’s original depiction of the Uncanny Valley [1970]
This research is an effort to investigate the application of Mori’s
theory to virtual characters, especially looking at how popular
video game characters fit into the spectrum. The design of this
study is simple, it asked 60 people to give their reactions to 75
virtual characters from both games and elsewhere, as an effort to
study the relationship between human-like appearance and visual
appeal.
Objective:
Obviously in the early 1970’s robots were less common than they
are today. At the time of its writing it would have been very
difficult for Mori to find robots that represented the range from
industrial to human in order to test his theory. Lack of available
robots is informally indicated by how Mori uses non-robotic
examples to explain the Valley. His use of a Japanese bunraku
puppet as an example in his initial graphing of the valley, as well
as comments he has made since its publication indicate that he
feels the theory could apply outside of pure robotics.
Today there are thousands, if not millions, of virtual characters
that span video games, television, film, and comics. Considering
the frequency of which Mori’s theory comes up in virtual
character design [Weschler 2002], it is appropriate to investigate
and measure the relationship between how human-like virtual
characters appear and how people react to them.
This is an especially important issue in video game design, where
all the characters are virtual, and the increasing strides towards
photorealism in games has put more and more characters into
what many feel is the Uncanny Valley [Thompson 2005]. The
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