| Literature DB >> 28094787 |
Han Yu1, Zhiqi Shen1,2, Chunyan Miao1,2, Cyril Leung1,3, Yiqiang Chen1,4, Simon Fauvel1, Jun Lin1, Lizhen Cui5, Zhengxiang Pan1, Qiang Yang6.
Abstract
Today, most endeavours require teamwork by people with diverse skills and characteristics. In managing teamwork, decisions are often made under uncertainty and resource constraints. The strategies and the effectiveness of the strategies different people adopt to manage teamwork under different situations have not yet been fully explored, partially due to a lack of detailed large-scale data. In this paper, we describe a multi-faceted large-scale dataset to bridge this gap. It is derived from a game simulating complex project management processes. It presents the participants with different conditions in terms of team members' capabilities and task characteristics for them to exhibit their decision-making strategies. The dataset contains detailed data reflecting the decision situations, decision strategies, decision outcomes, and the emotional responses of 1,144 participants from diverse backgrounds. To our knowledge, this is the first dataset simultaneously covering these four facets of decision-making. With repeated measurements, the dataset may help establish baseline variability of decision-making in teamwork management, leading to more realistic decision theoretic models and more effective decision support approaches.Entities:
Mesh:
Year: 2017 PMID: 28094787 PMCID: PMC5240621 DOI: 10.1038/sdata.2016.127
Source DB: PubMed Journal: Sci Data ISSN: 2052-4463 Impact factor: 6.444
Game Level Settings Data.
| Level | 1–6 | The unique identification number of a game level |
| Speed versus Quality Trade-off (SvQ) | {−1, 1} | The correlation between the |
| No. of Rounds | {5, 10} | The number of iterations within each game level, during which a participant is required to allocate tasks to WAs |
| Tasks per Round | {20, 30} | The number of tasks a participant is required to allocate to WAs during each round of a game |
| Average Worker Agent Productivity Output Rate | 11–20 | The actual discounted |
Task Settings Data.
| ID | 1–30 | The unique identification number of a task |
| Value | 1–5 | The score a participant receives if the task is completed successfully by the assigned WA |
| Difficulty | {0.2, 0.4, 0.6, 0.8, 1.0} | The difficulty value of the tasks (with 1 being the hardest) |
| Effort Required | 1–5 | The workload placed on a WA by this task (expressed in terms of Effort Units) |
| Deadline | 1 | The number of rounds in the game by which the task must be completed |
Worker Agent Settings Data.
| ID | 1–20 | The unique identification number of a WA |
| High Quality Output Probability | {0.1, 0.2,..., 1} | The probability of the WA completing a given task with high quality |
| Max Productivity | 11–20 | The maximum workload a WA can complete per round of a game (expressed in terms of Effort Units) |
| SvQ Setting | {−1, 1} | Each game session is associated with its own SvQ setting value. This variable determines under which game session the WA should be included. |
Figure 1The user interface of the game at different stages of the game play.
Game Session Data.
| ID | NA | The unique identification number of a game session |
| User ID | NA | The unique identification number of the participant who played this game session |
| Game Level | 1–6 | The identification number of the game level played in this game session |
| Player Score | 0–100% | The score obtained by the participant in this game session |
| Player Score Loss (Low Quality) | 0–100% | The score lost by the participant as a result of tasks being completed with low quality in this game session |
| Player Score Loss (Tardiness) | 0–100% | The score lost by the participant as a result of tasks not completed before their stipulated deadlines in this game session |
| AI Score | 0–100% | The score obtained by the AI participant in this game session |
| AI Score Loss (Low Quality) | 0–100% | The score lost by the AI participant as a result of tasks being completed with low quality in this game session |
| AI Score Loss (Tardiness) | 0–100% | The score lost by the AI participant as a result of tasks not completed before their stipulated deadlines in this game session |
| User Strategy Index | ‘100,000’–‘111,111’ | The index value expressing the participant’s self-reported task allocation strategy used in this game session |
| User Strategy Description | NA | The participant’s explanation about his/her task allocation strategy used in this game session (optional) |
| Facial Expression ID | 0–36 | The unique identification of the emoticon selected by a participant to represent his/her emotion |
| Happiness | 0–10 | The participant’s self-reported degree of happiness |
| Sadness | 0–10 | The participant’s self-reported degree of sadness |
| Excitement | 0–10 | The participant’s self-reported degree of excitement |
| Boredom | 0–10 | The participant’s self-reported degree of boredom |
| Anger | 0–10 | The participant’s self-reported degree of anger |
| Surprise | 0–10 | The participant’s self-reported degree of surprise |
| Start Time | NA | The date and time the game session started |
| End Time | NA | The date and time the game session ended |
Figure 2Participants’ self-reports.
(a) The meaning of each bit in the User Strategy Index variable; (b) the AffectButton emoticons[18] corresponding to the Facial Expression ID variable values.
Participants’ Decision Data.
| ID | NA | The unique identification number of a WA’s current situation |
| Session ID | NA | The unique identification number of the game session during which this snapshot was taken |
| Round | 1–10 | The unique identification number of the game round within this game session during which this snapshot was taken |
| Worker Agent ID | 1–20 | The ID of the WA |
| Worker Agent Backlog (No. of Tasks) | ≥0 | The WA’s current workload after the participant has finished allocating all tasks in this round (measured in terms of number of tasks) |
| Worker Agent Backlog (No. of Effort Units) | ≥0 | The WA’s current workload after the participant has finished allocating all tasks in this round (measured in terms of Effort Units) |
| The Backlog Queue | NA | The IDs of the pending tasks for a WA, separated by semi-colons |
| Worker Agent Reputation | 0–1 | The current reputation of the WA |
Participants’ Information.
| ID | NA | The participant’s unique identification number |
| Gender | ‘Male’, ‘Female’ | The participant’s gender |
| Education | ‘High School’, ‘Diploma’, ‘Bachelor’, ‘Master’, ‘PhD’, ‘Others’ | The participant’s highest level of education |
| Country | ‘Singapore’, ‘China’ | The country the participant is located in |
| Age | NA` | The participant’s age at the time when he/she joined the study |
| Account Creation Time | NA | The exact date and time a participant joined the study |
| PQ1—PQ10 | {1,2,3,4,5} | 10 survey questions used for assessing the participant’s personality |
| AQ1—AQ20 | {1,2,3,4,5} | 20 survey questions used for assessing the participant’s affective-oriented disposition |
Figure 3An overview of the dataset.
Sub-figures (a,b) show the scatter-plots and the density distributions of the age and education levels for female and male participants, respectively. Sub-figures (c,d) show the density distributions of the number of game sessions by participants from Singapore and China, respectively. Sub-figures (e–j) illustrate the scatter-plots and the density distributions of the normalized scores (in the range of 0–100%) lost by the participants due to 1) low quality of work and 2) failure to meet deadlines in game levels 1–6, respectively. The higher the game level, the higher the overall workload placed on the virtual team of WAs (i.e., the more challenging for decision-making).