4,500 research outputs found

    Mitigating bias blind spot via a serious video game

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    We employed a serious video game to train participants on bias blind spot (BBS), capturing training effects on BBS mitigation and knowledge at three points in time. Experiment 1 (N = 703) compared the effects of hybrid training (a combination of implicit and explicit training) to implicit training; Experiment 2 (N = 620) tested the effects of just-in-time versus delayed feedback; and Experiment 3 (N = 626) examined the effects of singleplayer versus multiplayer learning environments. We also tested differences in game duration (30 vs. 60 minute play) and repetition (single vs. repeated play). Overall, the video game decreased BBS linearly over time and increased BBS knowledge at posttest, but knowledge decayed at 8-week posttest. These and other results are discussed, along with the implications, limitations, and future research directions

    Exploring Failure and Engagement in a Complex Digital Training Game: A Multi-method Examination

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    Digital games are ideal for training complex decision making skills because they allow players to experience decision making processes and consequences. However, training complex skills often results in failure, which may undermine learning engagement. Traditional training methods employing observational learning (e.g., training videos) do not cause learners to fail but forfeit experiential learning that makes training games so engaging. Our exploratory work addresses the trade-off between experiencing and observing failure and explores their effect on the level of training engagement. Building on past engagement research, we argue that learning engagement contains both cognitive and affective facets and that these facets may diverge, especially when individuals experience failure. To test these ideas, we conducted an experiment (N = 156) comparing engagement in game-based training, in which participants experienced failure, and video-based training, in which participants observed failure. We collected cognitive and affective indicators of engagement using physiological and self-report measures. We found game-based experiential learning increased such indicators of engagement as attention and temporal disassociation even though players widely failed to meet game objectives. Players also experienced elevated arousal and decreased positive affect. In addition, we compared physiological measures of engagement with self-reported measures and discuss their merits and limitations

    Persuasive Gaming in Context

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    The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors.This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies

    Improving fairness in machine learning systems: What do industry practitioners need?

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    The potential for machine learning (ML) systems to amplify social inequities and unfairness is receiving increasing popular and academic attention. A surge of recent work has focused on the development of algorithmic tools to assess and mitigate such unfairness. If these tools are to have a positive impact on industry practice, however, it is crucial that their design be informed by an understanding of real-world needs. Through 35 semi-structured interviews and an anonymous survey of 267 ML practitioners, we conduct the first systematic investigation of commercial product teams' challenges and needs for support in developing fairer ML systems. We identify areas of alignment and disconnect between the challenges faced by industry practitioners and solutions proposed in the fair ML research literature. Based on these findings, we highlight directions for future ML and HCI research that will better address industry practitioners' needs.Comment: To appear in the 2019 ACM CHI Conference on Human Factors in Computing Systems (CHI 2019

    Responsiveness to evidence : a political cognition approach

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    Questions of societal import have both normative (what should be done) and descriptive (what is the case) dimensions. In this chapter, we address disagreements about the latter through the lens of political cognition, a research effort spanning cognitive psychology and experimental political science. We consider various explanations for fierce disagreements about "facts on the ground" and find that first, extensive evidence shows that judgments sort by political partisanship. Second, individual differences in threat sensitivity and uncertainty tolerance predict partisan group membership, which aids understanding of group differences but not necessarily differences in descriptive beliefs. Third, no evidence suggests a historically unusual deficit in scientific understanding. Fourth, some evidence implicates well-studied features of thought (confirmation bias, motivated reasoning), but these features appear to be symmetrical across the partisan divide. Finally, emergent evidence implicates people's assessments of information sources, processes that are also susceptible to motivated reasoning and partisan cueing and moreover are challenged by a media environment that is historically unusual. We conclude that the most promising conceptualizations of disagreement over empirical matters will acknowledge that partisan cues are often valid cues indicating the beliefs of people's groups and address difficulties of information source assessment in our current, unstable information environment

    The Role of Information and Reflection in Reducing the Bias Blind Spot: a Cross-Cultural Study

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    The current study examined whether two types of intervention reduced the bias blind spot (i.e., perceptions of others being more biased than one’s self) and whether the bias blind spot was related to culture, reasoning performance, and motivation. The design was a 2 (information: reading or not reading about the bias blind spot) x 2 (reflection reflecting on the effects of biases on other or non-relevant reflection) x 2 (priming: reasoning tasks completed before or after the interventions). Students (N = 193) from Western and Middle Eastern cultures participated online or in a class. In each condition, participants responded to several reasoning tasks and were later told the correct answers to the reasoning tasks. In the bias blind spot information condition, participants read about the bias blind spot and, specifically, were told most people believe they are less likely to commit cognitive biases than other people. In the reflection condition, participants were asked to write about possible consequences of the bias blind spot. Priming referred to whether the interventions were given before or after participants solved the reasoning problems. Analyses indicated that neither information nor reflection significantly reduced the bias blind spot. However, priming reduced the bias. When the reasoning tasks were presented before the interventions (priming condition), the bias blind spot was lower than when the tasks were presented after the interventions. Also, although reasoning performance failed to predict variation in the bias blind spot, motivation to be unbiased was predictive. Further, cultural differences were found: Middle Eastern students showed higher levels of the bias blind spot than did Western students. The findings from the current study might be useful in understanding potential factors that attenuate the bias blind spot and suggest culture as a variable worthy of further examination

    I�ve Got to Play That Game - An Analysis of Embedded Persuasion in Game Design

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    We explore the role of persuasion in game design through a combination of cognitive biases, the roles of the individual and society in persuasive game design and game play. We examine the role of scarce player resources in the areas of monetary, temporal, spatial and cognitive spheres on the persuasive nature of a game. We argue that a persuasive game contains three distinct elements: the element of surprise and attention, the element of alignment with cultural norms and the element of tradeoff between player resources and incentives to play the game. We also present the ethical implications of persuasive game design
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