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This paper introduces a framework for emergent psychosocial behaviour in non player characters in video games. This framework uses concepts behind emergent gameplay to support the mechanics of designer-defined psychological and social concepts, undefined circumstances, and emergence. Based on this framework, a prototype system has been developed. This prototype has been evaluated for realistic emergent behaviour, and has been shown through experimentation to succeed in supporting emergentdoi:10.1145/1496984.1496988 dblp:conf/fplay/BaileyK08 fatcat:5oviebceznfoddksgkkdzntzlq