The Uncanny Valley in Game Design
<p>The concept of the Uncanny Valley was introduced in the 1970s by a Japanese roboticist called <a href="https://en.wikipedia.org/wiki/Masahiro_Mori" rel="noopener ugc nofollow" target="_blank">Masahiro Mori</a>. Mori also happens to be the founder of <a href="https://en.wikipedia.org/wiki/ABU_Robocon" rel="noopener ugc nofollow" target="_blank"><strong>Robocon</strong></a><strong> </strong>(the first Japanese robot-building competition) and is the President of the Mukta Research Institute, which studies the metaphysical implications of robotics.</p>
<p><strong>Mori loved designing robots</strong>, and as he was good at it. The more he learned, the more realistic his creations looked — with synthetic skin, moving eyes and other fantastic feats. But Mori noticed something interesting: While the simpler robots created a <strong>positive reaction</strong> from humans around, the more realistic or human-like they became, the more people <strong>became scared </strong>of them — even though they were excellent examples of robotics.</p>
<p><a href="https://towardsdatascience.com/the-uncanny-valley-in-game-design-6a6c38a36486"><strong>Read More</strong></a></p>