@proceedings {14627,
	title = {Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay},
	journal = {Proc. DIS{\textquoteright}17},
	year = {2017},
	abstract = {Why do we care if our teammates are not human? This study seeks to uncover whether or not the perception of other players as human or artificial entities can influence player experience. We use both deception and a between-participants blind study design to reduce bias in our experiment. Our qualitative results show that people do care about the perceived nature of other players, even though they are not always able to correctly identify them as human or as non-player character teammates. Interview data suggest believing that one is playing with other humans can positively affect a player{\textquoteright}s subjective experience. Furthermore, our qualitative results indicate that players view their non-player character teammates as humanized entities, but adopt a neo-feudalistic (i.e., an unequal rights) view of them. Based on our results, we establish game design guide- lines for non-player character teammates leading to stronger, emotional human-computer relationships in video games.},
	url = {https://dl.acm.org/citation.cfm?id=3064712},
	author = {Rina R. Wehbe and Edward Lank and Lennart E. Nacke}
}
@conference {14628,
	title = {An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers},
	year = {2013},
	publisher = {DiGRA{\textquoteright}13},
	organization = {DiGRA{\textquoteright}13},
	abstract = {Games User Research (GUR) can provide meaningful insights into the study of games. As a part of GUR, we focus on the area of cognitive psychology and discuss electroencephalography (EEG) as an evaluation technique for games. We want to introduce game researchers to EEG when studying the cognitive side of player experience and discuss how it can benefit game studies. In this paper, we review EEG techniques before providing researchers with information about general EEG setup and methodology, EEG data collection, preparation, and analysis. Techniques reviewed have been used in medical applications, research, brain-computer interaction (BCI) and human-computer interaction (HCI) applications. In addition, future ideas for applications of EEG techniques in game studies are discussed. We outline how to use different EEG analysis techniques for game research and it is our hope to make these techniques more understandable for the game studies community and to demonstrate their merit for games user research.},
	url = {https://faculty.uoit.ca/nacke/publications/wehbe-nacke-EEG-GUR-DiGRA.pdf},
	author = {Rina R. Wehbe and Lennart E. Nacke}
}
