12 research outputs found

    Building a Stronger CASA: Extending the Computers Are Social Actors Paradigm

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    The computers are social actors framework (CASA), derived from the media equation, explains how people communicate with media and machines demonstrating social potential. Many studies have challenged CASA, yet it has not been revised. We argue that CASA needs to be expanded because people have changed, technologies have changed, and the way people interact with technologies has changed. We discuss the implications of these changes and propose an extension of CASA. Whereas CASA suggests humans mindlessly apply human-human social scripts to interactions with media agents, we argue that humans may develop and apply human-media social scripts to these interactions. Our extension explains previous dissonant findings and expands scholarship regarding human-machine communication, human-computer interaction, human-robot interaction, human-agent interaction, artificial intelligence, and computer-mediated communication

    Beyond Genre: Classifying Virtual Reality Experiences

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    12 pagesBecause virtual reality (VR) shares common features with video games, consumer content is usually classified according to traditional game genres and standards. However, VR offers different experiences based on the medium’s unique affordances. To account for this disparity, the paper presents a comparative analysis of titles from the Steam digital store across three platform types: VR only, VR supported, and non-VR. We analyzed data from a subset of the most popular applications within each category (N=141, 93, and 1217, respectively). The three classification types we analyzed were academic game genres, developer defined categories, and user-denoted tags. Results identify the most common content classifications (e.g., Action and Shooter within VR only applications), the relative availability of each between platforms (e.g., Casual is more common in VR only than VR supported or non-VR), general platform popularity (e.g., VR only received less positive ratings than VR supported and nonVR), and which content types are associated with higher user ratings across platforms (e.g., Action and Music/Rhythm are most positively rated in VR only). Our findings ultimately provide a foundational framework for future theoretical constructions of classification systems based on content, market, interactivity, sociality, and service dependencies, which underlay how consumer VR is currently categorized

    Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model

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    When designed well, serious games can support effective learning. This study used the communication mediation model to examine the process and outcomes of playing serious games, in this case, the science-themed game, Kerbal Space Program. During a 4-h research session, 241 undergraduate students played through the game's tutorial missions and completed surveys to measure variables of interest. Results of structural equation modeling showed that game progress was positively related to self-efficacy in computer gaming (β = 0.26) and ordinary science intelligence (β = 0.13). Knowledge acquisition was positively related to game progress (β = 0.21) and positively predicted experiential attitude (β = 0.35) and instrumental attitude (β = 0.35) toward the game. Finally, gaming continuance intention was positively related to experiential attitude (β = 0.68). In addition to those direct effects, there were several indirect effects consistent with the communication mediation model. These findings echo past scholarship on balancing the serious side and the gaming side of serious games but emphasize player traits and other psychological factors of the gaming experience.National Research Foundation (NRF)This research was supported by a grant from the Singapore National Research Foundation (BSEWWT 2017-2-06)

    The Information Society: An International Journal Pink and Blue Pixel:GenderandEconomicDisparityinTwoMassiveOnlineGamesPinkandBluePixel: Gender and Economic Disparity in Two Massive Online Games Pink and Blue Pixel: Gender and Economic Disparity in Two Massive Online Games

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    Information and communication technologies are blurring the boundaries between work and play. We present the first empirical investigation of gender gaps in virtual game economies. Analyzing big data sets from two major game economies, we find that player gender and character gender influence virtual wealth in different ways in different games. We conclude that this can be explained by different returns on female-and male-dominated play activities, that is, virtual pink-and blue-collar occupations. As the line between work and play increasingly blurs, researchers should track which occupations get to keep their conventional economic rewards, and which end up being remunerated in play money

    The effect of behavioral synchrony with black or white virtual agents on outgroup trust

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    Trust toward outgroup members is generally lower than it is toward ingroup members. Behavioral synchrony with virtual outgroup characters has been identified as a means of improving attitudes toward racial outgroup members, but this effect has not been tested for outgroup trust. We tested the effect of synchrony with an ingroup/outgroup virtual agent on a behavioral measure of outgroup trust. An experiment used an online economic game to obtain pretest and posttest measures of trust. In between these measures, participants played a dance video game on Xbox Kinect. They were randomly assigned to either an ingroup or outgroup agent (black or white) partner. Game score served as a continuous measure of synchrony with the agent. Regression analysis revealed that agent race moderated synchrony's effect on change in outgroup trust. Increased synchrony with an outgroup agent led to increased outgroup trust. Conversely, increased synchrony with an ingroup agent led to decreased outgroup trust. Findings are discussed with respect to implications for using virtual interactions to build outgroup trust in the real world
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