Socio-Economic Decision Making and Emotion Elicitation with a Serious Game in the Wild
Abstract
:1. Introduction
2. Related Works
3. Game Design
3.1. Game Requirements
- (R1)
- The game should be able to elicit specific emotions and decision-making patterns in its players as seen in the literature for relevant socio-economic scenarios.
- (R2)
- The game should be immersive and engaging enough to minimise the contextual variability around a player.Emotions can be influenced by many different factors in the wild, mostly the environment and the player’s pre-existing mood. These factors are known as contextual variability [54,66,68,71]. It is essential for a game to be immersive in order to engage the player well enough for reducing the impact of contextual variability [139].
- (R3)
- The game must be supported on popular platforms so as to make it possible for a larger population to play the game.There are obvious technological constraints of the technological nature for implementing a SG for emotion elicitation, for instance, the availability of hardware, software, and compatibility of the game [75]. This requirement refers tothe fact that a game which is usable in the wild would need to run on widely available platforms.
- (R4)
- The game should have a mechanism for emotion measurement that does not interrupt the progression of the storyline or gaming experience.
- (R5)
- The storyline, dynamics and NPC interactions should be designed keeping the cultural influence in mind for the intended players.This requirement is related to the challenge of cultural sensitivity, meaning that the mobile SG to be used for emotion elicitation needs to seem culturally relevant to the players. Mobile SGs for emotion elicitation must be designed to keep cultural influences in consideration, as emotions can vary greatly between cultures and it is important to be aware of cultural sensitivities and to design the game in a way that is culturally appropriate for the intended players [72,73].
3.2. Design Decisions
- After interacting with an NPC, the player is informed of their next objective.
- Interacting with an NPC can either positively or negatively impact one of the game’s resources, which is represented by a change in the corresponding player status bar on the game’s interface.
- To progress to the next level, the player must maintain at least two out of three resources at a level above “low” or in the “green” range on the player status bar.
- The player must navigate between sites of interaction while staying within the road bump barriers. Colliding with these barriers will reduce the player’s health bar, adding an element of risk and engagement to the gameplay experience, and keeping the player in the “flow” [21,24]. Additionally, the base mechanic regarding the movement of the player character has been kept flexible and straightforward, meaning the player character can freely move around the 3D world (on paved and unpaved roads, on the grass, inside the buildings, etc., if the player chooses to jump over the bump barriers and create his own shortcuts through the terrain to the next task location, as free-form movement is beneficial to make task-based games enjoyable and motivating [160]).
- The game includes a navigation arrow that directs the player to the next NPC and a map that displays the locations of all NPCs in the scene, as well as the player’s current location.
- The game design ensures that socio-economic interactions cannot directly lead to a failure of game progression, as this could cause unexpected emotional responses from players [21,24,27,161]. Therefore, the mechanic of requiring two resources to be maintained at a level above “low” is essential for successful completion of the level, as it guarantees that there is no direct connection between socio-economic interactions and failure to progress in the game.
3.3. User-Interface
3.4. Socio-Economic Decision Making Interactions
- Ultimatum GameIn this game, there are two players, a proposer and a responder. The proposer is given some money and is asked to propose a split amount with the responder. The responder can accept or reject the offer. If the responder accepts the offer, the two players split the amount according to the agreement, if the responder rejects the offer, the responder and the proposer do not get any money from the game. In our game, the NPC plays the role of the ‘proposer’ and the player character is the ‘responder’. Furthermore, the interaction is designed as such that the NPC makes an unfair offer and the polarity of the interaction is negative, meaning that the NPC dialogues are condescending and slightly rude but not offensive, as such interactions in UG settings have been shown to produce more distinct negative emotional responses with higher valence [26,151,166]. Figure 3 shows a part of the dialogue between the NPC for this interaction and the player character.
- Trust GameIn this game, there are two players, a trustor and a trustee. The trustor is given some resource, e.g., money and is asked to propose a split amount with the trustee. The trustee can accept or reject the offer. Whatever amount is given to the trustee is double/tripled by the game. However, the trustee has the freedom to choose whether or not to repay the trustor any amount from the income made from the game. In our game, the NPC plays the role of the ‘trustee’ and the player character is the ‘trustor’. Here, the interaction is designed as such that if the player chooses to trust the NPC with its resources (which is food for this interaction), the NPC chooses to reward the player for it and returns the player’s share on the profit to the player. The polarity of the interaction is positive, meaning that the NPC dialogues are uplifting and indicating gratefulness of the NPC. This is due to two reasons, firstly to balance the negative approach of the NPC in the previous UG interaction, as prolonged negativity from NPCs can effect the decisions of the player [167] and secondly as positive polarity interactions in TG settings promote co-operation [168]. Figure 4 shows a part of the dialogue between the NPC for this interaction and the player’s character.
- Dictator GameIn this game, there are two players, a dictator and a responder. The dictator is given some money and is asked to donate a fraction (or the whole amount) with the recipient. The responder has to accept the donation and has no other choice. The dictator also has the option of not donating any amount at all to the recipient and the recipient has no say in this game. In our game, the player character plays the role of the ‘dictator’ and the NPC is the ‘responder’. This interaction is designed as such that if the player chooses to donate some of its resources (which is money for this interaction) to the NPC then the NPC expresses its gratitude for the generosity of the player. Otherwise, the NPC is still polite and the interaction has a positive polarity. This interaction having a positive polarity is important as it will ensure that the prior TG interaction having a positive polarity will not seem like a one-off phenomenon in the game and will solidify the notion that not all NPCs in our game’s world are rude. This will also provide a better impact for the next interaction being of a negative polarity again as any changes in the narrative of a game elicits stronger emotional responses in the players [169]. Figure 5 shows a part of the dialogue between the NPC for this interaction and the player’s character.
- In this game, there are three players, a jailer, prisoner A and prisoner B. Both the prisoners are interrogated by the jailer regarding a crime they are accused of, if both the prisoners accuse each other of being guilty, they both get one year of prison/low damage or punishment of some arbitrary type. If both the prisoners do not accuse each other for being guilty, they both get five years of prison/moderate damage or punishment of some arbitrary type. If one of them, for instance prisoner A, accuses prisoner B of being guilty while prisoner B does not accuse prisoner A, then prisoner A will walk free and prisoner B will get ten years of prison/the highest damage or punishment of some arbitrary type. The flipped situation of prisoner B accuses A while A does not accuse B, prisoner A will receive the highest damage or punishment of some arbitrary type. In our game, the NPCs play the role of the ‘jailer’ and the ‘prisoner B’ while the player’s character is ‘prisoner A’. Lastly, the interaction is designed as such that the player chooses to help an NPC (let us call it prisoner-NPC) to complete the final task’s objective and by being associated with the prisoner-NPC, the player becomes an accomplice in the eyes of the second NPC (let us call it the jailer-NPC). This interaction is specifically designed to orchestrate a betrayal from the prisoner-NPC, which is supposed to elicit a high valence of negative emotional response [170]. Figure 6 shows a part of the dialogue between the prisoner NPC for this interaction and the player character, while Figure 7 shows a part of the dialogue between the jailer NPC for this interaction and the player’s character, explaining the rules of the interaction.
3.5. Emotion Self-Reporting
4. Experiment
4.1. Decisions of Interest and Emotion Data
4.2. Methodology
5. Analysis
6. Results and Discussion
7. Conclusions and Future Works
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
NPC | Non-Player Character |
RPG | Role Playing Games |
GEQ | Game Engagement Questionnaire |
QMERC | Queen Mary Ethics of Research Committee |
DoI | Decision of Interest |
UI | User Interface |
UG | Ultimatum Game |
TG | Trust Game |
DG | Dictator Game |
PDG | Prisoner’s Dilemma Game |
SG | Serious Games |
Appendix A
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Socio-Economic Scenario | Type of Pattern | Pattern Observed |
---|---|---|
Ultimatum Game * | Decision making | Favours accepting any offer as responder and makes fair but lower offer to maximize profit |
Emotion Elicitation | Induces sadness when unfair offer is presented and happiness when fair offer is presented | |
Trust Game * | Decision making | Favours investing smaller amounts in the beginning and defect more often as trustee |
Emotion Elicitation | Induces sadness and anger when trustee does not return profit shares and happiness for the contrary | |
Dictator Game * | Decision making | Favours making lower allocations to recipients |
Emotion Elicitation | Induces happiness in being able to provide any amount of resource to the responder | |
Prisoner’s Dilemma Game ** | Decision making | Favours cooperative over selfish behaviour |
Emotion Elicitation | Induces anger, sadness and sometimes disgust when betrayed and happiness for the contrary |
Feature | Description | Value Type | Value Range |
---|---|---|---|
Decision Type | These will be scenarios that will be supplied to our player during the gameplay and will consist of the different games we identified from the literature to be important for depressed individuals | Categorical |
|
Decision | The decision taken by the player in the game | Categorical | Yes/No/ Made_offer/No_offer |
Resource | The type of an item of finite quantity that is exchanged during an interaction in the game | Categorical | Food/Money |
Integral Emotional Response | The emotion valence for the six basic emotions that is self-reported by the player | Continuous | Positive Real Numbers |
Reaction Time | Amount of time taken by the player to make a decision of interest in the game | Continuous | Positive Real Numbers |
Interaction Speech Polarity | A measure of how harshly the NPC speaks with the player | Discrete | Integer Numbers (−5 = n = 5) |
Interaction Expression Polarity | A measure of how negative or positive the NPC shows facial expressions to the player | Discrete | Integer Numbers (−5 = n = 5) |
Prior Decision | The decision activity the player was involved in prior to the current one, i.e., its value will be NULL for the first Decision-of-Interest (DoI) interaction | Categorical |
|
Incidental Emotional Response | It is the integral emotional response for the emotional state of the player prior to entering the current DoI interaction | Emotion Vector | Positive Real Numbers |
Interaction Fairness | A measure of how fair the DoI interaction is | Discrete | Integer Numbers (1 = n = 5) |
Player Role | Whether the player is the initiator or the recipient of a decision in a DoI interaction | Categorical |
|
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Ahmed, F.; Berta, R.; Bellotti, F.; Lazzaroni, L.; Floris, F.; Barresi, G.; Carrion, J.R. Socio-Economic Decision Making and Emotion Elicitation with a Serious Game in the Wild. Appl. Sci. 2023, 13, 6432. https://doi.org/10.3390/app13116432
Ahmed F, Berta R, Bellotti F, Lazzaroni L, Floris F, Barresi G, Carrion JR. Socio-Economic Decision Making and Emotion Elicitation with a Serious Game in the Wild. Applied Sciences. 2023; 13(11):6432. https://doi.org/10.3390/app13116432
Chicago/Turabian StyleAhmed, Fahad, Riccardo Berta, Francesco Bellotti, Luca Lazzaroni, Federica Floris, Giacinto Barresi, and Jesus Requena Carrion. 2023. "Socio-Economic Decision Making and Emotion Elicitation with a Serious Game in the Wild" Applied Sciences 13, no. 11: 6432. https://doi.org/10.3390/app13116432
APA StyleAhmed, F., Berta, R., Bellotti, F., Lazzaroni, L., Floris, F., Barresi, G., & Carrion, J. R. (2023). Socio-Economic Decision Making and Emotion Elicitation with a Serious Game in the Wild. Applied Sciences, 13(11), 6432. https://doi.org/10.3390/app13116432