Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Sho Mitarai , Chang Liu , Goshiro Yamamoto , Nagisa Munekata
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引用次数: 0

Abstract

The development of AI systems capable of emotionally resonant communication remains a significant challenge. This study examines how humans influence emotions in social deception games by comparing professional and non-professional players. We measured electrodermal activity during gameplay to capture physiological emotional responses and analyzed communication patterns during periods of high emotional arousal. Our results revealed distinct communication strategies: professional players maintained persuasion-based approaches under high arousal, while nonprofessional players shifted toward information-focused communication. Statistical analysis confirmed significant differences in expression patterns between expertise levels. Professional players exhibited more stable emotional states during gameplay, indicating better emotional regulation. These findings inform the design of AI systems that can adapt their communication strategies based on recipient characteristics, advancing the development of emotionally intelligent artificial agents.
社交欺骗游戏中的情绪动态:基于狼人游戏中皮肤电活动对职业和非职业玩家的分析
开发能够产生情感共鸣的人工智能系统仍然是一个重大挑战。本研究通过比较专业和非专业玩家,考察了人类在社交欺骗游戏中是如何影响情绪的。我们在游戏过程中测量了皮肤电活动,以捕捉生理情绪反应,并分析了高情绪唤醒期间的交流模式。我们的研究结果揭示了不同的沟通策略:职业球员在高唤醒状态下保持以说服为基础的沟通方式,而非职业球员则转向以信息为中心的沟通方式。统计分析证实不同专业水平的表达模式存在显著差异。职业选手在游戏过程中表现出更稳定的情绪状态,表现出更好的情绪调节能力。这些发现为人工智能系统的设计提供了信息,这些系统可以根据接受者的特征调整其沟通策略,从而推动了情商人工智能代理的发展。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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