15 research outputs found

    Socially Anxious Play: Design, Development, and Evaluation of Game-Based Digital Behavioural Markers for the Assessment of Social Anxiety

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    Social relationships are essential for humans; neglecting our social needs can cause discomfort or even lead to the development of more severe issues such as loneliness, depression, or substance dependency. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety, which is the intense fear of being evaluated by others. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. However, socially anxious individuals who wish to seek help face many barriers stemming from geography, the characteristics of the fear itself, or disparities in access to systems of care. Recent research has suggested digital behavioural markers as a way to deliver cheap and easily accessible digital assessment for social anxiety that may help reduce barriers to care. However, prior work focused mostly on the relationship between social anxiety and the development of problematic gaming behaviours to cope with the potentially severe consequences of social anxiety. In this dissertation, we look at the relationship between social anxiety and digital games from the lens of assessment and analyze whether we can use digital behavioural markers embedded in a gaming task to assess the severity of social anxiety. In manuscript 1, we show that social anxiety may manifest in game and biases the preferences for in-game activities and the reasons why players play Massively Multiplayer Online Role Playing Games (MMORPGs). Further, Manuscript 2 shows that central game mechanics, such as the customization of the self-representation in-game, may affect the experience of social stress in-game. Manuscripts 3 and 4 explore the in-game movement of a player around a non-player character (NPC) and show that certain aspects of the movement path may be used to predict the degree of social anxiety. Further, we show that the camera perspective as well as the self-representation may affect the strength of these behavioural markers of social anxiety. Finally, Manuscript 5 explores how the found behavioral markers, as well as the developed gaming task, may be used to predict self-reported psychopathy---which is negatively related to social anxiety---and further shows that personal character traits manifest in-game and may explain certain phenomena such as the presence of anti-social behaviour in digital games. Overall, the results of this dissertation provide new insights about the relationship between social anxiety and its manifestation in-game, the influence of game mechanics on the experience of social stress, and how social anxiety as well as psychopathic traits may affect in-game behaviours, opening the way towards digital behavioural markers for the assessment of social anxiety

    In the user's eyes we find trust: Using gaze data as a predictor or trust in an artifical intelligence

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    Trust is essential for our interactions with others but also with artificial intelligence (AI) based systems. To understand whether a user trusts an AI, researchers need reliable measurement tools. However, currently discussed markers mostly rely on expensive and invasive sensors, like electroencephalograms, which may cause discomfort. The analysis of gaze data has been suggested as a convenient tool for trust assessment. However, the relationship between trust and several aspects of the gaze behaviour is not yet fully understood. To provide more insights into this relationship, we propose a exploration study in virtual reality where participants have to perform a sorting task together with a simulated AI in a simulated robotic arm embedded in a gaming. We discuss the potential benefits of this approach and outline our study design in this submission.Comment: Workshop submission of a proposed research project at TRAIT 2023 (held at CHI2023 in Hamburg

    (Don’t) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task

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    Social interactions are an essential part of many digital games, and provide benefts to players; however, problematic social interactions also lead to harm. To inform our understanding of the origins of harmful social behaviours in gaming contexts, we examine how trait psychopathy infuences player perceptions and behaviours within a gaming task. After measuring participants’ (n=385) traitlevel boldness, meanness, and disinhibition, we expose them to neutral and angry social interactions with a non-player character (NPC) in a gaming task and assess their perceptions, verbal responses, and movement behaviours. Our fndings demonstrate that the traits signifcantly infuence interpretation of NPC emotion, verbal responses to the NPC, and movement behaviours around the NPC. These insights can inform the design of social games and communities and can help designers and researchers better understand how social functioning translates into gaming contexts

    Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments

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    Toxicity in multiplayer gaming is an ongoing problem that threatens the well-being of players, gaming communities, and game developers. Meanwhile, interventions that promote positive interactions and proactively create positive gaming spaces are still in their infancy; little is known about how players respond to positivity. In our study, 959 League of Legends players were presented with either 10 positive chat logs or 10 negative chat logs, and asked to reflect on the content and how representative such communication is of their own gaming experiences. We thematically coded participants' free-form answers (identifying the themes normalize, acknowledge, downplay, cope, blame, and make personal), and compared the positive and negative conditions in terms of theme prevalence. Our findings show that participants were more likely to normalize and acknowledge toxic negativity than positivity. Furthermore, the dominant response to positivity consisted of downplaying messages as not representative and rare, and even expressing suspicion that messages must have been fabricated or intended as sarcasm. Participants overwhelmingly cope by muting chat, protecting them from toxic interactions, but leaving them unexposed to positive communication and other beneficial social interactions within play

    Cheat Codes as External Support for Players Navigating Fear of Failure and Self-Regulation Challenges In Digital Games

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    Failure is an integral element of most games, and while some players may benefit from external support, such as cheat codes, to prompt self-soothing, most games lack supportive elements. We asked participants (N=88) to play Anno 1404 in single-player mode, and presented a money-generating cheat code in a challenging situation, also measuring the personality trait of action-state orientation, which explains differences in self-regulation ability (i.e., self-soothing) in response to threats of failure. Individuals higher in state orientation were more likely to take the offer, and used the cheat code more frequently. The cheat code also acted as an external support, as differences in experienced pressure between action- and state-oriented participants vanished when it was used. We found no negative consequences of using external support in intrinsic motivation, needs satisfaction, flow, or performance. We argue that external support mechanisms can help state-oriented players to self-regulate in gaming, when faced with failure

    TRY plant trait database – enhanced coverage and open access

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    Plant traits - the morphological, anatomical, physiological, biochemical and phenological characteristics of plants - determine how plants respond to environmental factors, affect other trophic levels, and influence ecosystem properties and their benefits and detriments to people. Plant trait data thus represent the basis for a vast area of research spanning from evolutionary biology, community and functional ecology, to biodiversity conservation, ecosystem and landscape management, restoration, biogeography and earth system modelling. Since its foundation in 2007, the TRY database of plant traits has grown continuously. It now provides unprecedented data coverage under an open access data policy and is the main plant trait database used by the research community worldwide. Increasingly, the TRY database also supports new frontiers of trait‐based plant research, including the identification of data gaps and the subsequent mobilization or measurement of new data. To support this development, in this article we evaluate the extent of the trait data compiled in TRY and analyse emerging patterns of data coverage and representativeness. Best species coverage is achieved for categorical traits - almost complete coverage for ‘plant growth form’. However, most traits relevant for ecology and vegetation modelling are characterized by continuous intraspecific variation and trait–environmental relationships. These traits have to be measured on individual plants in their respective environment. Despite unprecedented data coverage, we observe a humbling lack of completeness and representativeness of these continuous traits in many aspects. We, therefore, conclude that reducing data gaps and biases in the TRY database remains a key challenge and requires a coordinated approach to data mobilization and trait measurements. This can only be achieved in collaboration with other initiatives

    TRY plant trait database – enhanced coverage and open access

    Get PDF
    Plant traits—the morphological, anatomical, physiological, biochemical and phenological characteristics of plants—determine how plants respond to environmental factors, affect other trophic levels, and influence ecosystem properties and their benefits and detriments to people. Plant trait data thus represent the basis for a vast area of research spanning from evolutionary biology, community and functional ecology, to biodiversity conservation, ecosystem and landscape management, restoration, biogeography and earth system modelling. Since its foundation in 2007, the TRY database of plant traits has grown continuously. It now provides unprecedented data coverage under an open access data policy and is the main plant trait database used by the research community worldwide. Increasingly, the TRY database also supports new frontiers of trait-based plant research, including the identification of data gaps and the subsequent mobilization or measurement of new data. To support this development, in this article we evaluate the extent of the trait data compiled in TRY and analyse emerging patterns of data coverage and representativeness. Best species coverage is achieved for categorical traits—almost complete coverage for ‘plant growth form’. However, most traits relevant for ecology and vegetation modelling are characterized by continuous intraspecific variation and trait–environmental relationships. These traits have to be measured on individual plants in their respective environment. Despite unprecedented data coverage, we observe a humbling lack of completeness and representativeness of these continuous traits in many aspects. We, therefore, conclude that reducing data gaps and biases in the TRY database remains a key challenge and requires a coordinated approach to data mobilization and trait measurements. This can only be achieved in collaboration with other initiatives.Rest of authors: Decky Junaedi, Robert R. Junker, Eric Justes, Richard Kabzems, Jeffrey Kane, Zdenek Kaplan, Teja Kattenborn, Lyudmila Kavelenova, Elizabeth Kearsley, Anne Kempel, Tanaka Kenzo, Andrew Kerkhoff, Mohammed I. Khalil, Nicole L. Kinlock, Wilm Daniel Kissling, Kaoru Kitajima, Thomas Kitzberger, Rasmus KjĂžller, Tamir Klein, Michael Kleyer, Jitka KlimeĆĄovĂĄ, Joice Klipel, Brian Kloeppel, Stefan Klotz, Johannes M. H. Knops, Takashi Kohyama, Fumito Koike, Johannes Kollmann, Benjamin Komac, Kimberly Komatsu, Christian König, Nathan J. B. Kraft, Koen Kramer, Holger Kreft, Ingolf KĂŒhn, Dushan Kumarathunge, Jonas Kuppler, Hiroko Kurokawa, Yoko Kurosawa, Shem Kuyah, Jean-Paul Laclau, Benoit Lafleur, Erik Lallai, Eric Lamb, Andrea Lamprecht, Daniel J. Larkin, Daniel Laughlin, Yoann Le Bagousse-Pinguet, Guerric le Maire, Peter C. le Roux, Elizabeth le Roux, Tali Lee, Frederic Lens, Simon L. Lewis, Barbara Lhotsky, Yuanzhi Li, Xine Li, Jeremy W. Lichstein, Mario Liebergesell, Jun Ying Lim, Yan-Shih Lin, Juan Carlos Linares, Chunjiang Liu, Daijun Liu, Udayangani Liu, Stuart Livingstone, Joan LlusiĂ , Madelon Lohbeck, Álvaro LĂłpez-GarcĂ­a, Gabriela Lopez-Gonzalez, Zdeƈka LososovĂĄ, FrĂ©dĂ©rique Louault, BalĂĄzs A. LukĂĄcs, Petr LukeĆĄ, Yunjian Luo, Michele Lussu, Siyan Ma, Camilla Maciel Rabelo Pereira, Michelle Mack, Vincent Maire, Annikki MĂ€kelĂ€, Harri MĂ€kinen, Ana Claudia Mendes Malhado, Azim Mallik, Peter Manning, Stefano Manzoni, Zuleica Marchetti, Luca Marchino, Vinicius Marcilio-Silva, Eric Marcon, Michela Marignani, Lars Markesteijn, Adam Martin, Cristina MartĂ­nez-Garza, Jordi MartĂ­nez-Vilalta, Tereza MaĆĄkovĂĄ, Kelly Mason, Norman Mason, Tara Joy Massad, Jacynthe Masse, Itay Mayrose, James McCarthy, M. Luke McCormack, Katherine McCulloh, Ian R. McFadden, Brian J. McGill, Mara Y. McPartland, Juliana S. Medeiros, Belinda Medlyn, Pierre Meerts, Zia Mehrabi, Patrick Meir, Felipe P. L. Melo, Maurizio Mencuccini, CĂ©line Meredieu, Julie Messier, Ilona MĂ©szĂĄros, Juha Metsaranta, Sean T. Michaletz, Chrysanthi Michelaki, Svetlana Migalina, Ruben Milla, Jesse E. D. Miller, Vanessa Minden, Ray Ming, Karel Mokany, Angela T. Moles, Attila MolnĂĄr V, Jane Molofsky, Martin Molz, Rebecca A. Montgomery, Arnaud Monty, Lenka MoravcovĂĄ, Alvaro Moreno-MartĂ­nez, Marco Moretti, Akira S. Mori, Shigeta Mori, Dave Morris, Jane Morrison, Ladislav Mucina, Sandra Mueller, Christopher D. Muir, Sandra Cristina MĂŒller, François Munoz, Isla H. Myers-Smith, Randall W. Myster, Masahiro Nagano, Shawna Naidu, Ayyappan Narayanan, Balachandran Natesan, Luka Negoita, Andrew S. Nelson, Eike Lena Neuschulz, Jian Ni, Georg Niedrist, Jhon Nieto, Ülo Niinemets, Rachael Nolan, Henning Nottebrock, Yann Nouvellon, Alexander Novakovskiy, The Nutrient Network, Kristin Odden Nystuen, Anthony O'Grady, Kevin O'Hara, Andrew O'Reilly-Nugent, Simon Oakley, Walter Oberhuber, Toshiyuki Ohtsuka, Ricardo Oliveira, Kinga Öllerer, Mark E. Olson, Vladimir Onipchenko, Yusuke Onoda, Renske E. Onstein, Jenny C. Ordonez, Noriyuki Osada, Ivika Ostonen, Gianluigi Ottaviani, Sarah Otto, Gerhard E. Overbeck, Wim A. Ozinga, Anna T. Pahl, C. E. Timothy Paine, Robin J. Pakeman, Aristotelis C. Papageorgiou, Evgeniya Parfionova, Meelis PĂ€rtel, Marco Patacca, Susana Paula, Juraj Paule, Harald Pauli, Juli G. Pausas, Begoña Peco, Josep Penuelas, Antonio Perea, Pablo Luis Peri, Ana Carolina Petisco-Souza, Alessandro Petraglia, Any Mary Petritan, Oliver L. Phillips, Simon Pierce, ValĂ©rio D. Pillar, Jan Pisek, Alexandr Pomogaybin, Hendrik Poorter, Angelika Portsmuth, Peter Poschlod, Catherine Potvin, Devon Pounds, A. Shafer Powell, Sally A. Power, Andreas Prinzing, Giacomo Puglielli, Petr PyĆĄek, Valerie Raevel, Anja Rammig, Johannes Ransijn, Courtenay A. Ray, Peter B. Reich, Markus Reichstein, Douglas E. B. Reid, Maxime RĂ©jou-MĂ©chain, Victor Resco de Dios, Sabina Ribeiro, Sarah Richardson, Kersti Riibak, Matthias C. Rillig, Fiamma Riviera, Elisabeth M. R. Robert, Scott Roberts, Bjorn Robroek, Adam Roddy, Arthur Vinicius Rodrigues, Alistair Rogers, Emily Rollinson, Victor Rolo, Christine Römermann, Dina Ronzhina, Christiane Roscher, Julieta A. Rosell, Milena Fermina Rosenfield, Christian Rossi, David B. Roy, Samuel Royer-Tardif, Nadja RĂŒger, Ricardo Ruiz-Peinado, Sabine B. Rumpf, Graciela M. Rusch, Masahiro Ryo, Lawren Sack, Angela Saldaña, Beatriz Salgado-Negret, Roberto Salguero-Gomez, Ignacio Santa-Regina, Ana Carolina Santacruz-GarcĂ­a, Joaquim Santos, Jordi Sardans, Brandon Schamp, Michael Scherer-Lorenzen, Matthias Schleuning, Bernhard Schmid, Marco Schmidt, Sylvain Schmitt, Julio V. Schneider, Simon D. Schowanek, Julian Schrader, Franziska Schrodt, Bernhard Schuldt, Frank Schurr, Galia Selaya Garvizu, Marina Semchenko, Colleen Seymour, Julia C. Sfair, Joanne M. Sharpe, Christine S. Sheppard, Serge Sheremetiev, Satomi Shiodera, Bill Shipley, Tanvir Ahmed Shovon, Alrun SiebenkĂ€s, Carlos Sierra, Vasco Silva, Mateus Silva, Tommaso Sitzia, Henrik Sjöman, Martijn Slot, Nicholas G. Smith, Darwin Sodhi, Pamela Soltis, Douglas Soltis, Ben Somers, GrĂ©gory Sonnier, Mia Vedel SĂžrensen, Enio Egon Sosinski Jr, Nadejda A. Soudzilovskaia, Alexandre F. Souza, Marko Spasojevic, Marta Gaia Sperandii, Amanda B. Stan, James Stegen, Klaus Steinbauer, Jörg G. Stephan, Frank Sterck, Dejan B. Stojanovic, Tanya Strydom, Maria Laura Suarez, Jens-Christian Svenning, Ivana SvitkovĂĄ, Marek Svitok, Miroslav Svoboda, Emily Swaine, Nathan Swenson, Marcelo Tabarelli, Kentaro Takagi, Ulrike Tappeiner, RubĂ©n Tarifa, Simon Tauugourdeau, Cagatay Tavsanoglu, Mariska te Beest, Leho Tedersoo, Nelson Thiffault, Dominik Thom, Evert Thomas, Ken Thompson, Peter E. Thornton, Wilfried Thuiller, LubomĂ­r TichĂœ, David Tissue, Mark G. Tjoelker, David Yue Phin Tng, Joseph Tobias, PĂ©ter Török, Tonantzin Tarin, JosĂ© M. Torres-Ruiz, BĂ©la TĂłthmĂ©rĂ©sz, Martina Treurnicht, Valeria Trivellone, Franck Trolliet, Volodymyr Trotsiuk, James L. Tsakalos, Ioannis Tsiripidis, Niklas Tysklind, Toru Umehara, Vladimir Usoltsev, Matthew Vadeboncoeur, Jamil Vaezi, Fernando Valladares, Jana Vamosi, Peter M. van Bodegom, Michiel van Breugel, Elisa Van Cleemput, Martine van de Weg, Stephni van der Merwe, Fons van der Plas, Masha T. van der Sande, Mark van Kleunen, Koenraad Van Meerbeek, Mark Vanderwel, Kim AndrĂ© Vanselow, Angelica VĂ„rhammar, Laura Varone, Maribel Yesenia Vasquez Valderrama, Kiril Vassilev, Mark Vellend, Erik J. Veneklaas, Hans Verbeeck, Kris Verheyen, Alexander Vibrans, Ima Vieira, Jaime VillacĂ­s, Cyrille Violle, Pandi Vivek, Katrin Wagner, Matthew Waldram, Anthony Waldron, Anthony P. Walker, Martyn Waller, Gabriel Walther, Han Wang, Feng Wang, Weiqi Wang, Harry Watkins, James Watkins, Ulrich Weber, James T. Weedon, Liping Wei, Patrick Weigelt, Evan Weiher, Aidan W. Wells, Camilla Wellstein, Elizabeth Wenk, Mark Westoby, Alana Westwood, Philip John White, Mark Whitten, Mathew Williams, Daniel E. Winkler, Klaus Winter, Chevonne Womack, Ian J. Wright, S. Joseph Wright, Justin Wright, Bruno X. Pinho, Fabiano Ximenes, Toshihiro Yamada, Keiko Yamaji, Ruth Yanai, Nikolay Yankov, Benjamin Yguel, KĂĄtia Janaina Zanini, Amy E. Zanne, David ZelenĂœ, Yun-Peng Zhao, Jingming Zheng, Ji Zheng, Kasia ZiemiƄska, Chad R. Zirbel, Georg Zizka, IriĂ© Casimir Zo-Bi, Gerhard Zotz, Christian Wirth.Max Planck Institute for Biogeochemistry; Max Planck Society; German Centre for Integrative Biodiversity Research (iDiv) Halle-Jena-Leipzig; International Programme of Biodiversity Science (DIVERSITAS); International Geosphere-Biosphere Programme (IGBP); Future Earth; French Foundation for Biodiversity Research (FRB); GIS ‘Climat, Environnement et SociĂ©tĂ©'.http://wileyonlinelibrary.com/journal/gcbhj2021Plant Production and Soil Scienc

    "Healthy" Deceits with Mixed Reality

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    Because of its capacity to alter the perception of the surrounding environment, mixed reality technology (MR) has potential for in-the-wild management of anxiety—both chronic (e.g., anxiety disorders) and acute (e.g., situation-induced anxiety). Recently, several components of Cognitive Behavioural Therapy leverage these technologies as part of ongoing cognitive restructuring or as part of relaxation or exposure experiences. However, while most of these researchers focus on the promising benefits of these technologies, a deeper discussion on the potential harm through the misuse of these techniques is still missing. To ignite a conversation about the two sides of the same coin of MR for mental health, we present several scenarios where mixed reality approaches might be used to deceive users rather to support them

    Vulnerability and Play:Exploring the Mundane Ways in Which Games Might Harm Players

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    The games research community strongly focuses on games as a medium that benefits players, and predominantly views negative effects through the lens of permanent vulnerability. In this paper, we argue that this is a narrow perspective which no longer aligns with how policy makers and other fields view the construct, and limits our research community in how we understand the potential harms of play: First, We deconstruct vulnerability and question who is vulnerable in which context, and then we explore the relationship between vulnerability, game design, and mundane types of harm. We conclude with challenges and opportunities for our community.</p

    The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety

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    Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or even lead to the development of more severe issues such as depression or substance dependency. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. However, socially anxious individuals who seek help face many barriers stemming from geography, fear, or disparities in access to systems of care. But recent research suggested digital behavioral markers as a way to deliver cheap and easily accessible digital assessment for social anxiety: As earlier work shows, players with social anxiety show similar behaviors in virtual worlds as in the physical world, including tending to walk farther around other avatars and standing farther away from other avatars. The characteristics of the movement behavior in-game can be harnessed for the development of digital behavioral markers for the assessment of social anxiety. In this paper, we investigate whether implicit as well as explicit digital behavioral markers, proposed by prior work, for social anxiety can be used for predicting the level of social anxiety. We show that both, explicit and implicit digital behavioral markers can be harnessed for the assessment. Our findings provide further insights about how game-based digital behavioral markers can be used for the assessment of social anxiety
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