Proceedings of Summer Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-4801
2021 Summer Conference
Session ID : 2-2
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Game play ( session 2 )
A study of the discrepancy between the names of the main characters in the text and voice in RPGs and SLGs with name editing
*Jynya SAITA*Takashi IMAGIRE
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
With the evolution of digital games, games that use voice to talk are becoming more and more common. However, there are times when I feel uncomfortable. In some cases, the player's own name is used in the conversation text, but in the voice, the player is called by a second person pronoun such as "You". In such games, the expected conversation in text form does not match the actual conversation heard in the ear, resulting in a sense of discomfort and loss of immersion. In games that allow free input of names, it is imagined that there are technical difficulties in calling out names in a natural way during conversation. In this research, I would like to investigate how games that have actually been released in the world address this issue, what kind of measures are being taken, and what kind of measures would be preferable, in order to provide suggestions for the naming of the main character in future games.
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