interpersonal relationships in group interaction in cscw environments yang cao, golha sharifi,...
TRANSCRIPT
Interpersonal Relationships in Group Interaction in CSCW
Environments
Yang Cao, Golha Sharifi,
Yamini Upadrashta, Julita Vassileva
University of Saskatchewan,
Canada
Outline
• Introduction• Game design• Rules• Experiments• Results• Conclusions• Future work• Link to workshop questions
Introduction• Social factors in multi-user environments
– user motivation, attitudes to others, personal relationships and social networks
– emerging, self-organizing social dynamics– how environment mediates is important
• We are interested to find out• how people develop and change their attitudes of liking or
disliking other people • how the motivation influences attitude change• how the design of the environment influences attitude change and
the emergent social fabric of the group
• Tool: a new multi-user web-based computer game
Game design (1/2)
• Goal:• To send a packet to a given other player with minimum loss.
• Game Description:• A player chooses a destination player and sends to him/her a
signed packet • It can send it only by passing it to one of the other players. • The selected player can (depending on whether s/he dislikes
or likes the originator of the packet). • destroy it completely • take away a part of the packet and pass it to another player• leave it untouched and pass it to another player
Game design (2/2)
• This continues until the packet reaches the destination or is destroyed.
• After each round the player can : • see if his/her packet has arrived entirely or partially
(proportion of 100).
• see a system generated rough representation of the attitudes of other players towards him/her (system model)
• change his/her attitudes to the other players.
Animation
Sender (A)
Destination (D)
Send this to D
(B)
(C)
I like B more than C, so I send
it through B
This has to go to D
I like A, so I won’t destroy her packet and I Don’t dislike
D so I send the packet to D
The packet reach the
destination(End of round)
Scenario 1:I don’t like A, so I will
destroy her packet.(End of round)
Scenario 2:I like A, so I won’t
destroy her packet and I like D more than C, so I send the packet to D
Scenario 3:I like A, so I won’t destroy
her packet but I like C more than D, so I will send the packet
to C
This has to go to D
The packet reach the
destination(End of round)
“A” sends a packet to destination “D”
Rules (1/3)
• A Personal Agent (PA) represents each player in the game
• The PA maintains a list of attitudes
{a1,…, ak} of the player towards the other k players, ai {1,2,3,4,5},where 1 means "dislike" and 5 means "like"
• PA sents the packet to the agent of the most liked player M | aM = maxi {a1, a2, …, ak}
Rules (2/3)
• The PA cannot send its packet to an agent that is strongly disliked by the user (ai =1)
• The PA of the player who originate the packet cannot send its packet directly to the destination
• If the player dislikes strongly the originator R of the package (aR = 1), the PA will destroy the packet and
the packet will not be passed further.– Otherwise, the PA takes away n parts of the package
where n = 5 – aR and aR {2,3,4,5}
Rules (3/3)• The round finishes when the packet reaches the
destination player or is destroyed. • The player that has accummulated a highest score of
passed packages wins the game.
• The PAs do not reveal the attitudes of their users to either other agents or to the system.
• Players can view their own attitudes towards the others at any time (player model).
• At the end of the round, each player can see the system model, which is computed by observing the passing of the package.
Using the game as a tool to study attitude formation
• The initial attitude-setting in a group
• How significant is the impact of individuality in attitude change
• The impact of different system feedback and visualization
• The impact of different user motivations
Hypotheses
• Individuals react differently, but consistently to success and failure when changing their attitudes to the other people involved in the situation;
• People reciprocate the attitudes of other people, when they become aware of them;
• The feedback about other people’s attitudes is given plays a role in the way people reciprocate and in the dynamics of the attitudes.
Two experiments with 2 versions
Text feedback version• 6 participants played
50 rounds• Questionnaire in the
end
Emoticon version• 7 participants played
40 rounds
45 minutes, 5-6 players at any given timePlayers had different gender, age, ethnic background (ignored)Players did not know who is who (aliases used in the game). The players were given a general introduction about the basic rules.
Results: how people choose initial attitudes to another player?
Average level of intial liking
0
5
10
15
20
25
30
35
40
1 2 3 4 5
textual feedback
emoticon feedback
Level of liking
% participants
Results: dynamics of attitude changeDistribution of attitude changes
0
10
20
30
40
50
60
70
80
drastic radical gradual const
Type of change
%
textual feedback version
emoticon feedback
Examples of attitude evolution
Daisy's Player Model Evolved with the Result of the Game
0
1
2
3
4
5
6
Initial-t0 Success-t2
Failure-t4 Partial_98-t6
Partial_99-t8
Partial_99-t10
Partial_99-t12
Partial_96-t14
Failure-t16
Time
Lik
e/d
islik
e
Goofy
Mickey
Pooh
Minnie
Donald
Pluto
Another example of evolution
Goofy's Player Model Evolved with the Result of the Game
0
1
2
3
4
5
6
Initial-t0 Partia_96-t1 Partial_99-t2 Failure_n-t3 Partial_98-t4 Failure-t5 Success-t6
Time
Like
/Dis
like
Daisy
Pooh
Mickey
Pluto
Minnie
Donald
Typical reactions
• Drastically reducing level of liking as a result of failure / partial failure in a game-round– Frequent for particular players– Targeted towards one most liked player– Targeted towards all most liked players
More typical reactions• Reciprocation
– Changing ones own attitude to another player to match the attitude of the other player – Comparing the mutual liking evolution curves for pairs of users pattern of delayed
reciprocity– Example – Pronounced difference between the two versions
• An average of 43.7% (median 50%) reciprocating changes across the players in the text feedback version and
• An average of 77% (median 73%) of reciprocating changes in the emoticon version.
Discussion
• Individuals react differently, but consistently to success and failure when changing their attitudes to the other people involved in the situation;
• People reciprocate the attitudes of other people, when they become aware of them;
• The way feedback about other people’s attitudes is given plays a role in the way people reciprocate and in the dynamics of the attitudes.
Conclusions
• Multi-player games offer a tool for studying the social dynamics of a group
• Individuality plays a significant role– It is possible to define typical reactions
• More work needs to be done to generate constructive results that can guide system design
How the paper addresses the WS questions:
1: Taxonomy of Circumstances Requiring Affective and Attitude User Modeling - in multi-user virtual environments, collaborative or not - the social experience is the determining factor for success2: Existing methods of Constructing Affective/Attitude User Models - modelling relationships / attitudes among users3: Validation and Evaluation - through the use of social (multi-player) games 4: Guidelines for model use - adapting the feedback and visualization
Future work
• The impact of the user motivation for participation (e.g. Win the game vs. Play the game) will be investigated
• Experiments with more participants by opening the game to players on the web
• To ease data analysis, synchronous rounds will be used
• To pinpoint the reason for changing attitude, user interviews and video observations, think aloud protocols will be used
• The role of the amount and the presentation of feedback information on the attitude formation of the user will be investigated further
Interpersonal Attitudes
Not necessarily reciprocal
So, each relationship is subjective, uni-directional
Reciprocation exampleComparing Morteza and Abraham
0
1
2
3
4
5
6
Time
Lik
e/D
islik
e
Morteza vs . Abraham
Abraham vs . Morteza
Comparing Goofy and Mickey
0
1
2
3
4
5
6
0 305930 456717 880807 1037852 1194908 1489622 1607732
Time (ms)
Lik
e/D
isli
ke
Goofy Vs. Mickey
Mickey Vs. Goofy
Text feedback version
Emoticon Feedbackversion