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The Influence of Reward on the Social Valence of Interactions
arXiv - CS - Computer Science and Game Theory Pub Date : 2020-03-27 , DOI: arxiv-2003.12604
Tom\'as Alves, Samuel Gomes, Jo\~ao Dias, Carlos Martinho

Throughout the years, social norms have been promoted as an informal enforcement mechanism for achieving beneficial collective outcomes. Among the most used methods to foster interactions, framing the context of a situation or setting in-game rules have shown strong results as mediators on how an individual interacts with their peers. Nevertheless, we found that there is a lack of research regarding the use of incentives such as scores to promote social interactions differing in valence. Weighing how incentives influence in-game behavior, we propose the use of rewards to promote interactions varying in valence, i.e. positive or negative, in a two-player scenario. To do so, we defined social valence as a continuous scale with two poles represented by Complicate and Help. Then, we performed user tests where participants where asked to play a game with two reward-based systems to test on whether the scoring system influenced the social interaction valence. The results indicate that the developed reward-based systems were able to foster interactions diverging in social valence scores, providing insights on how factors such as incentives overlap individual's established social norms. These findings empower game developers and designers with a low-cost and effective policy tool that is able to promote in-game behavior changes.

中文翻译:

奖励对互动社会效价的影响

多年来,社会规范作为一种非正式的执行机制被推广,以实现有益的集体成果。在促进互动的最常用方法中,构建情境背景或设定游戏规则作为个人与同龄人互动的中介已显示出强大的结果。然而,我们发现缺乏关于使用分数等激励措施来促进不同效价的社交互动的研究。权衡激励如何影响游戏中的行为,我们建议使用奖励来促进在两个玩家场景中不同效价的交互,即积极的或消极的。为此,我们将社会效价定义为具有两个极点的连续量表,由复杂和帮助表示。然后,我们进行了用户测试,参与者被要求用两个基于奖励的系统玩游戏,以测试评分系统是否影响社交互动效价。结果表明,开发的基于奖励的系统能够促进社会效价得分不同的互动,提供有关激励等因素如何与个人既定社会规范重叠的见解。这些发现为游戏开发人员和设计师提供了一种低成本且有效的政策工具,能够促进游戏内行为的改变。提供有关激励等因素如何与个人既定社会规范重叠的见解。这些发现为游戏开发人员和设计师提供了一种低成本且有效的政策工具,能够促进游戏内行为的改变。提供有关激励等因素如何与个人既定社会规范重叠的见解。这些发现为游戏开发人员和设计师提供了一种低成本且有效的政策工具,能够促进游戏内行为的改变。
更新日期:2020-04-01
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