108 research outputs found

    Valenced Media Effects on Robot-Related Attitudes and Mental Models: A Parasocial Contact Approach

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    Despite rapid advancements in robotics, most people still only come into contact with robots via mass media. Consequently, robot-related attitudes are often discussed as the result of habituation and cultivation processes, as they unfold during repeated media exposure. In this paper, we introduce parasocial contact theory to this line of research— arguing that it better acknowledges interpersonal and intergroup dynamics found in modern human–robot interactions. Moreover, conceptualizing mediated robot encounters as parasocial contact integrates both qualitative and quantitative aspects into one comprehensive approach. A multi-method experiment offers empirical support for our arguments: Although many elements of participants’ beliefs and attitudes persisted through media exposures, valenced parasocial contact resulted in small but meaningful changes to mental models and desired social distance for humanoid robots

    Licensing & Law Who Owns an Avatar?

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    Both players and game developers have great influence over how avatars—via their assembled components— manifest in digital game play. Developers craft their foundational platforms and draw on those infrastructures to craft dynamic code that enables movements, appearances, and abilities. But those potentials call into question whether avatars are avatars until they are played—players click avatars into being, customize their bodies and attire, drive their actions and interactions, and sometimes bring them outside the game world through physical representations. So, given avatars’ joint reliance on developers and players, and given legal frameworks such as copyright law, who really “owns” a video game avatar

    Toward an Agent-Agnostic Transmission Model: Synthesizing Anthropocentric and Technocentric Paradigms in Communication

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    Technological and social evolutions have prompted operational, phenomenological, and ontological shifts in communication processes. These shifts, we argue, trigger the need to regard human and machine roles in communication processes in a more egalitarian fashion. Integrating anthropocentric and technocentric perspectives on communication, we propose an agent-agnostic framework for human-machine communication. This framework rejects exclusive assignment of communicative roles (sender, message, channel, receiver) to traditionally held agents and instead focuses on evaluating agents according to their functions as a means for considering what roles are held in communication processes. As a first step in advancing this agent-agnostic perspective, this theoretical paper offers three potential criteria that both humans and machines could satisfy: agency, interactivity, and influence. Future research should extend our agent-agnostic framework to ensure that communication theory will be prepared to deal with an ostensibly machine-inclusive future

    Prevalence of gambling disorder among prisoners: a systematic review

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    This article presents the first systematic review of studies on the prevalence of gambling disorder among prisoners across international jurisdictions. Only original studies that were published in English and employed reliable and valid screening tools are included in this analysis. The review finds that rates of problem or pathological gambling in prison populations are highly variable, ranging from 5.9% to 73% of male and female inmates surveyed. Nevertheless, recorded rates of problem and pathological gambling among inmates are consistently and significantly higher than rates of problem and pathological gambling recorded among the general population. The review indicates that the institution of problem gambling treatment programmes in carceral settings is necessary, to aid community re-entry and reduce the likelihood of re-offending. Moreover, it is suggested that the screening of inmates should become standard practice across penal institutions and other criminal justice organisations, with a view to better addressing the needs of offenders

    Forms and Frames: Mind, Morality, and Trust in Robots across Prototypical Interactions

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    People often engage human-interaction schemas in human-robot interactions, so notions of prototypicality are useful in examining how interactions’ formal features shape perceptions of social robots. We argue for a typology of three higher-order interaction forms (social, task, play) comprising identifiable-but-variable patterns in agents, content, structures, outcomes, context, norms. From that ground, we examined whether participants’ judgments about a social robot (mind, morality, and trust perceptions) differed across prototypical interactions. Findings indicate interaction forms somewhat influence trust but not mind or morality evaluations. However, how participants perceived interactions (independent of form) were more impactful. In particular, perceived task interactions fostered functional trust, while perceived play interactions fostered moral trust and attitude shift over time. Hence, prototypicality in interactions should not consider formal properties alone but must also consider how people perceive interactions according to prototypical frames

    Memory Consolidation During Sleep

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    An examination of the interrelationship between disordered gambling and intimate partner violence

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    In response to the liberalisation and deregulation of gambling across much of the Western world, academics continue to examine gambling-related harms that result from the increased availability of gambling products and services. This paper explores the interrelationship between disordered gambling and intimate partner violence. Qualitative data is derived from interviews with 26 female research participants, illustrating how intimate partner violence is perpetrated by men with gambling disorders is often instrumental in nature. The narratives of our respondents indicate that coercive and controlling practices are employed by the intimate partner with a gambling disorder to: (a) access money for gambling; (b) hide their gambling behaviour from others; (c) assuage their guilt and apportion blame to the female partner for their disordered gambling and abusive behaviour. Consideration is given to how criminal justice, domestic violence, victim and gambling support agencies may best address the needs of partners and families impacted by disordered gambling
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