Impact of two types of partner, perceived or actual, in human–human and human–agent interaction
Abstract: Participants engaged in the Prisoner’s dilemma game with a partner through a computer terminal. We define two types of partner: a perceived partner and an actual partner, and manipulated the two factors independently. A perceived partner means a partner with whom participants imagined them...
| Publicado en: | Computers in Human Behavior Vol. 28; no. 4; pp. 1286 - 1298 |
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| Autores principales: | , |
| Formato: | Artículo |
| Publicado: |
Elsevier B.V.
Jul2012
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=74662161&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 74662161 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 07475632 JC4 jtl: Computers in Human Behavior issn: 07475632 maglogo: N pubinfo: dt: Jul2012 vid: 28 iid: 4 pid: 2410 pub: Elsevier B.V. artinfo: ui: 74662161 10.1016/j.chb.2012.02.012 ppf: 1286 ppct: 12 formats: tig: atl: Impact of two types of partner, perceived or actual, in human–human and human–agent interaction aug: au: Miwa, Kazuhisa Terai, Hitoshi affil: Nagoya University, Furo-cho, Chikusa-ku, Nagoya 464-8601, Japan su: Human-computer interaction Prisoners Human behavior Computers Games Interpersonal relations Social skills Computer terminals Intelligent agents Control theory (Engineering) Performance evaluation Experimental design sug: subj: Human-computer interaction Prisoners Human behavior Computers Games Interpersonal relations Social skills Computer Terminal and Other Computer Peripheral Equipment Manufacturing Computer, computer peripheral and pre-packaged software merchant wholesalers Computer and peripheral equipment manufacturing Electronic Computer Manufacturing Electronics Stores Computer and Computer Peripheral Equipment and Software Merchant Wholesalers Computer and software stores Hobby, Toy, and Game Stores Toy and Hobby Goods and Supplies Merchant Wholesalers Doll, Toy, and Game Manufacturing Computer terminals Intelligent agents Control theory (Engineering) Performance evaluation Experimental design keyword: Human–human interaction Human-agent interaction Media Equation Prisoner’s dilemma game Social dilemma Human–human interaction Human-agent interaction Media Equation Prisoner’s dilemma game Social dilemma ab: Abstract: Participants engaged in the Prisoner’s dilemma game with a partner through a computer terminal. We define two types of partner: a perceived partner and an actual partner, and manipulated the two factors independently. A perceived partner means a partner with whom participants imagined themselves to be interacting; instruction given by an experimenter controls the image of the perceived partner. An actual partner can change its behavior. In one scenario participants actually interacted with a human partner, in another scenario their partner was either a mostly cooperating computer agent or a mostly defecting computer agent. Three experiments were performed. The result suggested that the participants’ selection behavior was largely influenced by the instruction given about the partner by the experimenter and not influenced by the partner’s actual behavior. The analysis of the participants’ impressions of the partner showed that the effect of instruction about the partner disappeared. Individual likeability for a partner was very influenced by the partner’s behavior; as the participants incurred more defect actions from the partner, individual likeability for the partner decreased. On the other hand, social likeability for a partner was not so influenced by the partner’s behavior, but rather related to the participants’ own behavior. The participants who made more defect actions rated their partner’s social likeability lower. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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