C. Fang, G. R. Marvez, Neska El Haouij, Rosalind W. Picard
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引用次数: 3
Abstract
Social deduction or deception games are games in which a player or team of players actively deceives other players who are trying to discover hidden roles as a part of the win condition. Included in this category are games like One Night Werewolf, Avalon, and Mafia. In this pilot study (N=24), we examined how the addition of visual displays of heart rate (HR) signals affected players’ gameplay in a six-player version of Mafia in online and in-person settings. We also examined moments of synchrony in HR data during critical moments of gameplay. We find that seeing signals did affect players’ strategies and influenced their gameplay, and that there were moments of HR synchrony during vital game events. These results suggest that HR, when available, is used by players in making game decisions, and that players’ HR can be a measure of like-minded player decisions. Future work can explore how other biosignals are utilized by players of social deception games, and how those signals may undergo unconscious synchrony.
社会演绎或欺骗游戏是指玩家或玩家团队主动欺骗其他玩家,这些玩家试图发现隐藏的角色,以此作为获胜条件的一部分。这类游戏包括《One Night Werewolf》、《Avalon》和《Mafia》。在这一初步研究中(N=24),我们研究了在《Mafia》的六人版本中,增加心率(HR)信号的视觉显示是如何影响玩家在在线和面对面环境中的游戏玩法的。我们还在游戏玩法的关键时刻检查了HR数据中的同步时刻。我们发现看到信号确实会影响玩家的策略并影响他们的游戏玩法,并且在重要的游戏事件中存在HR同步的时刻。这些结果表明,玩家在做出游戏决策时可以使用人力资源,玩家的人力资源可以用来衡量志同道合的玩家的决策。未来的工作可以探索其他生物信号是如何被社会欺骗游戏的玩家利用的,以及这些信号是如何经历无意识同步的。