Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment

Although there has been research suggesting that people will treat computers socially and even consider computers as team-mates, there does not seem to have been any research looking specifically at how the perception of team-mate identity affects game enjoyment and team-mate preference in real-time cooperative games. In order to study this question, a quantitative study was conducted in which 40 participants played a real-time, goal-oriented, cooperative game. During the study, all participants played the game twice: once with an AI team-mate and once with a "presumed" human team-mate (i.e., an AI team-mate that they believed was a human team-mate). Thus, the team-mate performance and behaviors were essentially the same for both conditions. Participants in the study showed a much higher preference for the "presumed" human team-mate, indicating significantly higher levels of enjoyment and cooperation during the game sessions with that team-mate. The results suggests that perceived identity is a strong moderator of game enjoyment.

[1]  Shawn M. Doherty Human-Centered Design in Synthetic Teammates for Aviation: The Challenge for Artificial Intelligence , 2003, FLAIRS Conference.

[2]  BARBAROS BOSTAN,et al.  Player motivations: A psychological perspective , 2009, CIE.

[3]  Daniel M. Johnson,et al.  The media equation and team formation: Further evidence for experience as a moderator , 2007, Int. J. Hum. Comput. Stud..

[4]  Russell B. Williams,et al.  Aggression, competition and computer games: computer and human opponents , 2002, Comput. Hum. Behav..

[5]  Amy Banic,et al.  That Avatar Is Looking at Me! Social Inhibition in Virtual Worlds , 2010, IVA.

[6]  Jon K. Maner,et al.  The Stress-Affiliation Paradigm Revisited: Do People Prefer the Kindness of Strangers or Their Attractiveness? , 2008 .

[7]  B. Weiner Human Motivation: Metaphors, Theories, and Research , 1980 .

[8]  S. Shyam Sundar,et al.  Loyalty to computer terminals: is it anthropomorphism or consistency? , 2004, Behav. Inf. Technol..

[9]  R. Weiss A Taxonomy of Relationships , 1998 .

[10]  E. Miller Handbook of Social Psychology , 1946, Mental Health.

[11]  Clifford Nass,et al.  The media equation - how people treat computers, television, and new media like real people and places , 1996 .

[12]  Martin Guha Handbook of Social Psychology (5th edition) , 2010 .

[13]  D. M. Reeder,et al.  The Integrative Neurobiology of Affiliation , 2000 .

[14]  Kevin McGee,et al.  AI for dynamic team-mate adaptation in games , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.

[15]  John L. Sherry,et al.  Narrative and interactivity in computer games , 2006 .

[16]  Marko Turpeinen,et al.  Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? , 2006, PRESENCE: Teleoperators and Virtual Environments.

[17]  Kevin McGee,et al.  Real-time team-mate AI in games: a definition, survey, & critique , 2010, FDG.

[18]  Mark Chen,et al.  Communication, Coordination, and Camaraderie in World of Warcraft , 2009, Games Cult..

[19]  Regan L. Mandryk,et al.  Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..

[20]  P. Vorderer,et al.  It’s okay to shoot a character: Moral disengagement in violent video games , 2010 .

[21]  Karel van den Bosch,et al.  Using Artificial Team Members for Team Training in Virtual Environments , 2010, IVA.

[22]  Ass,et al.  Can computers be teammates? , 1996 .

[23]  Yvonne de Kort,et al.  Influence of social setting on player experience of digital games , 2008, CHI Extended Abstracts.

[24]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[25]  Kevin McGee,et al.  Are artificial team-mates scapegoats in computer games , 2011, CSCW '11.

[26]  Byron Reeves,et al.  Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player , 2010, Int. J. Hum. Comput. Stud..

[27]  F. Försterling,et al.  Attribution: An Introduction to Theories, Research and Applications , 2001 .