scholarly journals Robo Ludens

2021 ◽  
Vol 10 (4) ◽  
pp. 1-28
Author(s):  
John Edison MUñOZ ◽  
Kerstin Dautenhahn

The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. This article proposes a scoping review to qualitatively examine the literature on the use of multiplayer games in HRI scenarios employing embodied robots aiming to find experimental patterns and common game design elements. We find that researchers have been using multiplayer games in a wide variety of applications in HRI, including training, entertainment and education, allowing robots to take different roles. Moreover, robots have included different capabilities and sensing technologies, and elements such as external screens or motion controllers were used to foster gameplay. Based on our findings, we propose a design taxonomy called Robo Ludens, which identifies HRI elements and game design fundamentals and classifies important components used in multiplayer HRI scenarios. The Robo Ludens taxonomy covers considerations from a robot-oriented perspective as well as game design aspects to provide a comprehensive list of elements that can foster gameplay and bring enjoyable experiences in HRI scenarios.

2022 ◽  
Vol 8 ◽  
pp. e837
Author(s):  
Joel Pinney ◽  
Fiona Carroll ◽  
Paul Newbury

Background Human senses have evolved to recognise sensory cues. Beyond our perception, they play an integral role in our emotional processing, learning, and interpretation. They are what help us to sculpt our everyday experiences and can be triggered by aesthetics to form the foundations of our interactions with each other and our surroundings. In terms of Human-Robot Interaction (HRI), robots have the possibility to interact with both people and environments given their senses. They can offer the attributes of human characteristics, which in turn can make the interchange with technology a more appealing and admissible experience. However, for many reasons, people still do not seem to trust and accept robots. Trust is expressed as a person’s ability to accept the potential risks associated with participating alongside an entity such as a robot. Whilst trust is an important factor in building relationships with robots, the presence of uncertainties can add an additional dimension to the decision to trust a robot. In order to begin to understand how to build trust with robots and reverse the negative ideology, this paper examines the influences of aesthetic design techniques on the human ability to trust robots. Method This paper explores the potential that robots have unique opportunities to improve their facilities for empathy, emotion, and social awareness beyond their more cognitive functionalities. Through conducting an online questionnaire distributed globally, we explored participants ability and acceptance in trusting the Canbot U03 robot. Participants were presented with a range of visual questions which manipulated the robot’s facial screen and asked whether or not they would trust the robot. A selection of questions aimed at putting participants in situations where they were required to establish whether or not to trust a robot’s responses based solely on the visual appearance. We accomplished this by manipulating different design elements of the robots facial and chest screens, which influenced the human-robot interaction. Results We found that certain facial aesthetics seem to be more trustworthy than others, such as a cartoon face versus a human face, and that certain visual variables (i.e., blur) afforded uncertainty more than others. Consequentially, this paper reports that participant’s uncertainties of the visualisations greatly influenced their willingness to accept and trust the robot. The results of introducing certain anthropomorphic characteristics emphasised the participants embrace of the uncanny valley theory, where pushing the degree of human likeness introduced a thin line between participants accepting robots and not. By understanding what manipulation of design elements created the aesthetic effect that triggered the affective processes, this paper further enriches our knowledge of how we might design for certain emotions, feelings, and ultimately more socially acceptable and trusting robotic experiences.


2020 ◽  
Vol 32 (3) ◽  
pp. 14-31
Author(s):  
A.S. Vetushinskiy ◽  

The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamifi­cation to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) ap­proaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main idea was that gamification is a new form of exploitation and manipulation) seems relevant today, although in fact it is no longer so. But it’s not just about rethinking criticism, it’s also about taking a fresh look at gamification itself, which has continued (since 2011) to be defined as «the use of game design elements in non-game contexts”. And this is even despite the fact that such a definition no longer corresponds to the current situation. First, it is confusing by mixing gamification with seri­ous games. Second, it is confusing by limiting gamification to non-game contexts. Third, it is silent about why gamification is used. Fourth, it does not explain exactly which elements are being implemented. Alternatively, we propose our own definition: gamification is a methodology for using metagame elements and mechanics to correct human behavior by creating a favorable emotional background.


Author(s):  
Farid Huseynov

The gamification term, derived from the game concept, is the use of game-design elements (e.g., points, badges, levels, and leaderboards) in non-game contexts, often with the purpose of motivating and directing individuals' certain behaviors to achieve specific goals and outcomes. The contexts in which gamification is being researched and implemented include education, health, marketing, human resources, social networks, digital platforms, etc. Many studies conducted in various domains tried to understand and explain how gamification can influence or foster individuals' motivation to conduct goal-directed behavior digitally. In most of these conducted studies, significant impact of gamification on human behavior has been observed and proved. By presenting academic findings from literature and discussing real-world implementation examples from the relevant domain, this study assesses the role of digital gamification in e-commerce domain. This chapter shows how various digital game design elements can influence consumer behavior in different e-commerce platforms.


2017 ◽  
Vol 11 ◽  
pp. 91-98 ◽  
Author(s):  
Nuno Mendes ◽  
João Ferrer ◽  
João Vitorino ◽  
Mohammad Safeea ◽  
Pedro Neto

Author(s):  
Farid Huseynov

The gamification term, derived from the game concept, is the use of game-design elements (e.g., points, badges, levels, and leaderboards) in non-game contexts, often with the purpose of motivating and directing individuals' certain behaviors to achieve specific goals and outcomes. The contexts in which gamification is being researched and implemented include education, health, marketing, human resources, social networks, digital platforms, etc. Many studies conducted in various domains tried to understand and explain how gamification can influence or foster individuals' motivation to conduct goal-directed behavior digitally. In most of these conducted studies, significant impact of gamification on human behavior has been observed and proved. By presenting academic findings from literature and discussing real-world implementation examples from the relevant domain, this study assesses the role of digital gamification in e-commerce domain. This chapter shows how various digital game design elements can influence consumer behavior in different e-commerce platforms.


Author(s):  
Kenzie Ann Burniston Woodbridge

Over 700 million people worldwide are socializing and spending time, sometimes significant amounts, in online multiplayer games, and these social spaces can be important sites of community. Unfortunately, levels of civility, aggression, and mutual helping can vary significantly between game spaces. Given their ubiquity and importance in so many people’s lives, it is critical to understand how a prosocial community can be created and maintained over time in these spaces for those who want them. This research uses virtual ethnography and interpretive phenomenological analysis to examine how moderation and community development strategies, game design elements, and player behaviours are experienced and can be influenced by players in prosocially-oriented online multiplayer Minecraft servers. It is clear that it is the prosocial orientation of players and the commitment, social skill, and integrity of server moderators that is most key to creating and maintaining a prosocial gaming environment and that although game design can support prosociality, game design factors appear to be much less important overall. Attracting the right players—and refusing entry to the wrong ones—is the most important concern.


2021 ◽  
Vol 8 ◽  
Author(s):  
Aida Amirova ◽  
Nazerke Rakhymbayeva ◽  
Elmira Yadollahi ◽  
Anara Sandygulova ◽  
Wafa Johal

The evolving field of human-robot interaction (HRI) necessitates that we better understand how social robots operate and interact with humans. This scoping review provides an overview of about 300 research works focusing on the use of the NAO robot from 2010 to 2020. This study presents one of the most extensive and inclusive pieces of evidence on the deployment of the humanoid NAO robot and its global reach. Unlike most reviews, we provide both qualitative and quantitative results regarding how NAO is being used and what has been achieved so far. We analyzed a wide range of theoretical, empirical, and technical contributions that provide multidimensional insights, such as general trends in terms of application, the robot capabilities, its input and output modalities of communication, and the human-robot interaction experiments that featured NAO (e.g. number and roles of participants, design, and the length of interaction). Lastly, we derive from the review some research gaps in current state-of-the-art and provide suggestions for the design of the next generation of social robots.


2019 ◽  
Author(s):  
Nina-Alisa Hinz ◽  
Francesca Ciardo ◽  
Agnieszka Wykowska

Humans are influenced by the presence of other social agents, sometimes performing better, sometimes performing worse than alone. Humans are also affected by how they perceive the social agent. The present study investigat-ed whether individual differences in the attitude toward robots can predict human behavior in Human-Robot Interaction (HRI). Therefore, adult partic-ipants played a game with the Cozmo robot (Anki Inc., San Francisco), in which their task was to stop a balloon from exploding. In individual trials, only the participants could stop the balloon inflating, while in joint trials al-so Cozmo could stop it. Results showed that in joint trials, the balloon ex-ploded less often than in individual trials. However participants stopped the balloon earlier in joint than in individual trials, although this was less bene-ficial for them. This effect of Cozmo joining the game, nevertheless, was in-fluenced by the negative attitude of the participants toward robots. The more negative they were, the less their behavior was influenced by the presence of the robot. This suggests that robots can influence human behavior, although this influence is modulated by the attitude toward the robot.


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