将叙事和行为参与作为有意设计的人际互动虚拟仿真效果的指标。

IF 3.6 4区 管理学 Q2 MANAGEMENT
Group Decision and Negotiation Pub Date : 2024-01-01 Epub Date: 2022-11-23 DOI:10.1080/10447318.2022.2144124
Yui Matsuda, Harry Weger, Anne E Norris
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引用次数: 0

摘要

旨在模仿真实情境的模拟互动干预必须具有吸引力,才能最大限度地发挥其效果。本研究旨在评估初中女生在与由人类数字木偶师控制的代表游戏角色的头像互动时,如何表现出参与的行为和认知指标。模拟游戏 "DRAMA-RAMA "是一项旨在减少高危女孩性行为和其他危险行为的干预措施的组成部分。我们使用语言/非语言行为和调查来评估游戏参与者的认知和行为参与度(N = 131)。参与者认为游戏场景和互动逼真,游戏角色与现实生活中的人相似。参与者的行为表明了他们对与游戏角色互动的参与和兴趣。最后,参与者在试图为游戏角色提供建议/支持时往往是适当的,但并不有效。这些发现对于评估互动虚拟学习环境中交流设计的成功操作具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Narrative and Behavioral Engagement as Indicators for the Effectiveness of Intentionally Designed Virtual Simulations of Interpersonal Interactions.

Interventions involving simulated interactions aimed at mimicking real situations must be engaging to maximize their effectiveness. This study aimed to assess how a sample of middle school girls displayed behavioral and cognitive indicators of engagement when interacting with avatars representing game characters that were controlled by a human digital puppeteer. The simulation game, DRAMA-RAMA, is a component of an intervention intended to reduce at-risk girls' sexual and other risky behaviors. We used verbal/nonverbal behaviors and surveys to assess the game players' cognitive and behavioral involvement (N = 131). Participants perceived the game scenarios and interactions as realistic and the characters as similar to people in real life. Participants' behavior indicated their involvement and interest in interacting with the game characters. Finally, participants tended to be appropriate but not effective when attempting to advise/support the characters. These findings have implications for assessing successful operationalization of communication designs in interactive virtual learning environments.

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来源期刊
CiteScore
5.70
自引率
6.70%
发文量
32
期刊介绍: The idea underlying the journal, Group Decision and Negotiation, emerges from evolving, unifying approaches to group decision and negotiation processes. These processes are complex and self-organizing involving multiplayer, multicriteria, ill-structured, evolving, dynamic problems. Approaches include (1) computer group decision and negotiation support systems (GDNSS), (2) artificial intelligence and management science, (3) applied game theory, experiment and social choice, and (4) cognitive/behavioral sciences in group decision and negotiation. A number of research studies combine two or more of these fields. The journal provides a publication vehicle for theoretical and empirical research, and real-world applications and case studies. In defining the domain of group decision and negotiation, the term `group'' is interpreted to comprise all multiplayer contexts. Thus, organizational decision support systems providing organization-wide support are included. Group decision and negotiation refers to the whole process or flow of activities relevant to group decision and negotiation, not only to the final choice itself, e.g. scanning, communication and information sharing, problem definition (representation) and evolution, alternative generation and social-emotional interaction. Descriptive, normative and design viewpoints are of interest. Thus, Group Decision and Negotiation deals broadly with relation and coordination in group processes. Areas of application include intraorganizational coordination (as in operations management and integrated design, production, finance, marketing and distribution, e.g. as in new products and global coordination), computer supported collaborative work, labor-management negotiations, interorganizational negotiations, (business, government and nonprofits -- e.g. joint ventures), international (intercultural) negotiations, environmental negotiations, etc. The journal also covers developments of software f or group decision and negotiation.
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