| Literature DB >> 29990338 |
Barbara C N Müller1, Shengnan Chen1, Sari R R Nijssen1, Simone Kühn2.
Abstract
Among elderly, the use of serious games steadily increases. Research shows that anthropomorphising digital agents (i.e., ascribing human characteristics to them) has positive short-term consequences on interactions with digital agents. However, whether these effects can also be observed over a long-term period and in a real-life setting is unknown. In two studies, we investigated the important long-term consequences of anthropomorphism among older adults (age > 50) to increase involvement in serious games. Participants read either a story that highly anthropomorphized the digital agent of a training game, or a low anthropomorphism story about that agent. To investigate long-term effect, they played the training game for three weeks, and gaming data was assessed (number of games played, time of playing, points gained). While on the short-term, the anthropomorphic story increased the humanness of the agent (Study 1), no long-term effects where found (Study 2). Furthermore, an anthropomorphic story had no influence on the gaming outcome. Our results inform app developers about which techniques are useful to humanise digital agents.Entities:
Mesh:
Year: 2018 PMID: 29990338 PMCID: PMC6039013 DOI: 10.1371/journal.pone.0199948
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Means, standard deviations, and score-range for the dependent variables of Study 1.
| High anthropomorphism | Low anthropomorphism | |
|---|---|---|
| anthropomorphism | 5.36 (1.18), 1–6.40 | 3.29 (1.94), 1–7 |
| identification | 4.86 (0.98), 3–6.67 | 3.84 (1.48), 1–6.33 |
| IOS | 3.37 (1.21), 1–5 | 2.80 (1.40), 1–7 |
t-values, x2-values, and p-values of the control variables of Study 2.
| age | ||
| gender | ||
| educational level | ||
| living arrangement | ||
| marital status | ||
| health | ||
| time owning the device | ||
| frequency use | ||
| convenience device | ||
| helpfulness device | ||
| playing games | ||
| enjoyment of the game |
Means, standard deviations, and score-range for all dependent variables of Study 2.
| High anthropomorphism | Low anthropomorphism | |
|---|---|---|
| anthropomorphism | 2.43 (1.31), 1–4 | 2.71 (1.28), 1–3.8 |
| identification | 3.10 (1.35), 1–5.67 | 3.35 (1.17), 1–5.67 |
| IOS | 2 (1), 1–4 | 1.95 (0.92), 1–4 |
R code and model statistics for the mixed effects models.
The r2 was for the whole model, and the rest of the statistics were for the fixed effect of story version.
| Dependent variable | PBtest | ||||
|---|---|---|---|---|---|
| Sum of points | Model: sum of points ~ story + (1 | id) + (1 | time) | ||||
| .45 | 21.47 | 430.31 | -0.03 | 1.00 | |
| Duration | Model: duration ~ story + (1 | id) + (1 | time) | ||||
| .46 | -6.76 | 32.65 | 0.01 | 0.93 | |
| Number of finished games | Model: number of finished games ~ story + (1 | id) | ||||
| .44 | -0.20 | 0.47 | 0.15 | 0.70 | |