自信在有说服力的非玩家机器人角色的故事叙述游戏中的作用

R. B. Paradeda, M. J. Ferreira, Raquel Oliveira, C. Martinho, A. Paiva
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引用次数: 9

摘要

社会代理能否自信并说服用户?机器人的说服能力在多大程度上取决于用户自身的特点?在本文中,我们描述了一项研究的结果,在该研究中,参与者与机器人非玩家角色(NPC)进行互动,这些角色在讲故事的场景中表现出不同程度的自信(高和低)。我们试图了解机器人表现出的自信程度如何影响参与者的决策过程和游戏体验。我们的研究结果表明,表现出较低自信水平的npc会引起更积极的情绪反应,但与表现出较高自信水平的npc相比,它们在影响玩家决策方面并不更有效。然而,呈现个性特征的npc比不呈现个性特征的npc更能说服别人。总之,本文强调了在游戏设计过程中考虑玩家个性及其与任务特定属性的关系的重要性。
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The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters
Can social agents be assertive and persuade users? To what extent do the persuasion abilities of robots depend on the users' own traits? In this paper, we describe the results of a study in which participants interacted with robotic Non-Player Characters (NPC) displaying different levels of assertiveness (high and low), in a storytelling scenario. We sought to understand how the level of assertiveness displayed by the robots impacted the participants' decision-making process and game experience. Our results suggest that NPCs displaying lower levels of assertiveness evoke more positive emotional responses but are not more effective at influencing players' decisions when compared to NPCs displaying higher levels of this trait. However, NPCs displaying a personality trait are more effective persuaders than NPCs not displaying this feature. Overall, this paper highlights the importance of considering the player's personality and its relation to task-specific attributes during the process of game design.
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