The Complex Relationship Between Empathy, Engagement and Boredom

H. Witchel, Carlos P. Santos, J. Ackah, J. Tee, N. Chockalingam, Carina E. I. Westling
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引用次数: 6

Abstract

In human computer interactions --- especially gaming --- the role of empathy has been mooted as a necessary prerequisite for higher levels of engagement and immersion. More recently other forms of engagement, including intellectual/cognitive engagement, have been proposed. In this study we present a carefully controlled dataset of human-computer interactions with a wide range of stimuli that ranged from highly engaging to boring to test these two theories. Analyzing 844 response sets to visual analogue scales (VAS) for empathy, interest, boredom, and engagement, we found that high empathy was sufficient for high engagement but is not necessary, whilst the converse was not true. We also found that empathy and boredom were incompatible with each other, but low levels of either were permissive rather than causal to the other. We conclude that there is no monotonic relationship between increasing empathy and engagement; either empathy is a sufficient (but not necessary) cause of engagement, or engagement is a necessary precursor to high empathy.
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同理心、投入和无聊之间的复杂关系
在人机交互中,尤其是在游戏中,同理心的作用被认为是提高参与度和沉浸感的必要先决条件。最近,人们提出了其他形式的参与,包括智力/认知参与。在这项研究中,我们提出了一个精心控制的人机交互数据集,该数据集具有广泛的刺激,从高度吸引到无聊,以测试这两个理论。通过对844个视觉模拟量表(VAS)的共情、兴趣、无聊和投入的反应集进行分析,我们发现高共情对高投入是足够的,但不是必要的,反之亦然。我们还发现,同理心和无聊是互不相容的,但其中任何一种的低水平对另一种来说都是宽容的,而不是因果关系。我们得出结论,增加共情和投入之间不存在单调关系;要么共情是参与的充分原因(但不是必要原因),要么参与是高度共情的必要前提。
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