  The Uncanny Valley phenomenon refers to the feeling of unease that arises
when interacting with characters that appear almost, but not quite, human-like.
First theorised by Masahiro Mori in 1970, it has since been widely observed in
different contexts from humanoid robots to video games, in which it can result
in players feeling uncomfortable or disconnected from the game, leading to a
lack of immersion and potentially reducing the overall enjoyment. The
phenomenon has been observed and described mostly through behavioural studies
based on self-reported scales of uncanny feeling: however, there is still no
consensus on its cognitive and perceptual origins, which limits our
understanding of its impact on player experience. In this paper, we present a
study aimed at identifying the mechanisms that trigger the uncanny response by
collecting and analysing both self-reported feedback and EEG data.
