3,027 research outputs found

    Tailoring persuasive health games to gamer type

    Get PDF
    Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior

    Long-Horizon Dialogue Understanding for Role Identification in the Game of Avalon with Large Language Models

    Full text link
    Deception and persuasion play a critical role in long-horizon dialogues between multiple parties, especially when the interests, goals, and motivations of the participants are not aligned. Such complex tasks pose challenges for current Large Language Models (LLM) as deception and persuasion can easily mislead them, especially in long-horizon multi-party dialogues. To this end, we explore the game of Avalon: The Resistance, a social deduction game in which players must determine each other's hidden identities to complete their team's objective. We introduce an online testbed and a dataset containing 20 carefully collected and labeled games among human players that exhibit long-horizon deception in a cooperative-competitive setting. We discuss the capabilities of LLMs to utilize deceptive long-horizon conversations between six human players to determine each player's goal and motivation. Particularly, we discuss the multimodal integration of the chat between the players and the game's state that grounds the conversation, providing further insights into the true player identities. We find that even current state-of-the-art LLMs do not reach human performance, making our dataset a compelling benchmark to investigate the decision-making and language-processing capabilities of LLMs. Our dataset and online testbed can be found at our project website: https://sstepput.github.io/Avalon-NLU/Comment: Accepted to the 2023 Conference on Empirical Methods in Natural Language Processing (EMNLP, Findings of the Association for Computational Linguistics

    Actual persuasiveness : Impact of personality, age and gender on message type susceptibility

    Get PDF
    The authors would like to acknowledge and thank all the volunteers who participated in the experiment and provided helpful comments. The first author is funded by an EPSRC doctoral training grant.Postprin

    Survivance Among Social Impact Games

    Get PDF
    Studying social impact games can result in many outcomes, such as awareness or action around a social issue. Research can help inform best practices for the design process, strategies for reaching players, game mechanics for aligning with social impact outcomes, and methods for identifying the impact of the game on players and the wider community. One such research project is Survivance (http://www.survivance.org)—a social impact game that addresses healing from intergenerational historical trauma experienced by Indigenous communities. Survivance was designed collaboratively with Indigenous game designer/researcher Elizabeth LaPensée and the non-profit organization Wisdom of the Elders, Inc. This paper seeks to contextualize the area of social impact games within the Games for Change movement, compare perspectives on social impact games, and create connections and comparisons with Survivance

    Kindness is contagious : Exploring engagement in a gamified persuasive intervention for wellbeing

    Get PDF
    The authors would like to acknowledge and thank all the volunteers who participated in this pilot study and provided helpful comments. The first author is funded by an EPSRC doctoral training grant.Peer reviewedPublisher PD

    Multimodal Human Group Behavior Analysis

    Get PDF
    Human behaviors in a group setting involve a complex mixture of multiple modalities: audio, visual, linguistic, and human interactions. With the rapid progress of AI, automatic prediction and understanding of these behaviors is no longer a dream. In a negotiation, discovering human relationships and identifying the dominant person can be useful for decision making. In security settings, detecting nervous behaviors can help law enforcement agents spot suspicious people. In adversarial settings such as national elections and court defense, identifying persuasive speakers is a critical task. It is beneficial to build accurate machine learning (ML) models to predict such human group behaviors. There are two elements for successful prediction of group behaviors. The first is to design domain-specific features for each modality. Social and Psychological studies have uncovered various factors including both individual cues and group interactions, which inspire us to extract relevant features computationally. In particular, the group interaction modality plays an important role, since human behaviors influence each other through interactions in a group. Second, effective multimodal ML models are needed to align and integrate the different modalities for accurate predictions. However, most previous work ignored the group interaction modality. Moreover, they only adopt early fusion or late fusion to combine different modalities, which is not optimal. This thesis presents methods to train models taking multimodal inputs in group interaction videos, and to predict human group behaviors. First, we develop an ML algorithm to automatically predict human interactions from videos, which is the basis to extract interaction features and model group behaviors. Second, we propose a multimodal method to identify dominant people in videos from multiple modalities. Third, we study the nervousness in human behavior by a developing hybrid method: group interaction feature engineering combined with individual facial embedding learning. Last, we introduce a multimodal fusion framework that enables us to predict how persuasive speakers are. Overall, we develop one algorithm to extract group interactions and build three multimodal models to identify three kinds of human behavior in videos: dominance, nervousness and persuasion. The experiments demonstrate the efficacy of the methods and analyze the modality-wise contributions

    ChatGPT and Persuasive Technologies for the Management and Delivery of Personalized Recommendations in Hotel Hospitality

    Full text link
    Recommender systems have become indispensable tools in the hotel hospitality industry, enabling personalized and tailored experiences for guests. Recent advancements in large language models (LLMs), such as ChatGPT, and persuasive technologies, have opened new avenues for enhancing the effectiveness of those systems. This paper explores the potential of integrating ChatGPT and persuasive technologies for automating and improving hotel hospitality recommender systems. First, we delve into the capabilities of ChatGPT, which can understand and generate human-like text, enabling more accurate and context-aware recommendations. We discuss the integration of ChatGPT into recommender systems, highlighting the ability to analyze user preferences, extract valuable insights from online reviews, and generate personalized recommendations based on guest profiles. Second, we investigate the role of persuasive technology in influencing user behavior and enhancing the persuasive impact of hotel recommendations. By incorporating persuasive techniques, such as social proof, scarcity and personalization, recommender systems can effectively influence user decision-making and encourage desired actions, such as booking a specific hotel or upgrading their room. To investigate the efficacy of ChatGPT and persuasive technologies, we present a pilot experi-ment with a case study involving a hotel recommender system. We aim to study the impact of integrating ChatGPT and persua-sive techniques on user engagement, satisfaction, and conversion rates. The preliminary results demonstrate the potential of these technologies in enhancing the overall guest experience and business performance. Overall, this paper contributes to the field of hotel hospitality by exploring the synergistic relationship between LLMs and persuasive technology in recommender systems, ultimately influencing guest satisfaction and hotel revenue.Comment: 17 pages, 12 figure
    • …
    corecore