| Literature DB >> 31244739 |
Brett Heasman1, Alex Gillespie2.
Abstract
Research on how autistic people are perceived by neurotypical people indicates that disclosing a diagnosis leads to a positive discriminatory bias; however, autobiographical autistic accounts indicate that diagnostic disclosure often results in negative discriminatory behavior. We report on an exploratory study to compare people's self-reported helping behavior with their actual helping behavior toward an assumed autistic collaborator. We led 255 participants to believe that they were interacting online with a real person to play Dyad3D, a maze navigation game where players must work together to open doors, and complete the levels. However, participants were actually playing with an artificial confederate (AC) that is programmed to behave the same way across all interactions. This design enabled us to manipulate the diagnostic status of the AC that participants received prior to collaboration across three conditions: no disclosure, dyslexia-disclosure, and autism-disclosure. We use this method to explore two research questions: (1) is Dyad3D viable in creating a simulated interaction that could deceive participants into believing they were collaborating with another human player online? and (2) what are the effects of disclosing an autism diagnosis on social perception and collaboration? Combined with a post-game questionnaire, we compared differences between diagnostic conditions and differences between self-reported behavior and actual behavior in the game. Our findings show that Dyad3D proved to be an efficient and viable method for creating a believable interaction (deception success rate >96%). Moreover, diagnostic disclosure of autism results in the AC being perceived as more intelligent and useful, but participants also perceived themselves to be more helpful toward the AC than they actually were. We evaluate the strengths and limitations of the current method and provide recommendations for future research. The source code for Dyad3D is freely available (CC-BY-NC 4.0) so that the study is reproducible and open to future adaptation.Entities:
Keywords: autism; confederate study; diagnostic disclosure; double empathy; helping bias; negative discrimination; online game; positive discrimination
Year: 2019 PMID: 31244739 PMCID: PMC6579835 DOI: 10.3389/fpsyg.2019.01349
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1(A) Starting Part 1, involving tutorial training for movement. (B) Starting Part 2, where participants are invited to reflect on the tutorial and send this information to their online partner (the AC). (C) The information received from the AC in the control condition. (D) Starting Part 3, where the participant must navigate through the maze. The AC is the silver ball and the human participant is the red ball. (E) A leaderboard providing a score and ostensible ranking which is shown after every level. (F) Level 3 misunderstanding where the AC, despite immediately unlocking the participant from the prison, chooses instead to take an incorrect route through the maze wasting valuable time. (G) The leaderboard after Level 3 which reflects a sharp drop in ranking to last position, 10th. (H) Level 4 where the participant is faced with the option of collecting a gold cube before helping the AC, or freeing the AC first.
List of behavioral measures from the Dyad3D game.
| Measure | Levels | Description |
|---|---|---|
| Points score | 1–4 | A score calculated for the tutorial and for each level in the game. 8 points = 1 s. Each level starts with 1000 points and reduces continually into minus figures |
| Mean distance (spatial proximity) | 1–4 | The average distance between the Player and the AC for each level. Measured after the Player or AC are freed from prison and thus working together to complete the level. Unit measurement based on Player diameter |
| Cube coordination | 1–4 | Calculates the time difference between the Player and the AC collecting their respective gold cubes |
| Leadership | 1–4 | Identifies who picks up the gold cube first, the Player or the AC |
| Keystroke count | 1–4 | Counts the number of times the Player hits an arrow button during the levels of the game |
| Mean keystroke duration | 1–4 | Calculates the mean duration a key is held down during the game |
| Bump count | 1–4 | Counts the number of times the Player and the AC make contact for each level |
| Prison keystroke count | 3 | Calculates the number of times the Player presses a keyboard button when trapped in the prison during the 3rd level misunderstanding |
| Mean prison keystroke duration | 3 | Calculates the mean duration a key is held down while the payer is trapped in the prison during the 3rd level misunderstanding |
| Priorities (prosocial or selfish) | 4 | Identifies whether the Player chooses to free the AC from prison first before collecting a gold cube (prosocial behavior) or whether they choose to collect their own gold cube before freeing the Player |
| Response time | 4 | Measures the time between the Player unlocking the AC from prison to when they actually free the AC from prison |
Participant details.
| Control | Dyslexia | Autism | χ2 | ||
|---|---|---|---|---|---|
| ( | ( | ( | |||
| 0.729 | 0.948 | ||||
| Female | 45 | 45 | 47 | ||
| Male | 34 | 36 | 43 | ||
| Unspecified | 1 | 2 | 2 | ||
| 0.260 | 0.992 | ||||
| United Kingdom | 50 | 52 | 58 | ||
| United States | 25 | 23 | 27 | ||
| Other | 5 | 8 | 7 | ||
| 2.27 | 0.321 | ||||
| Depression | 4 | 3 | 1 | ||
| Anxiety | 4 | 6 | 2 | ||
| Autism | 1 | 1 | |||
| OCD | 0 | 1 | |||
| Epilepsy | 1 | 0 | |||
| PTSD | 1 | ||||
| Borderline personality disorder | 1 | ||||
| Chronic fatigue syndrome | 1 | ||||
| 6.085 | 0.193 | ||||
| Experienced | 30 | 41 | 32 | ||
| Intermediate | 36 | 34 | 49 | ||
| Novice | 14 | 8 | 11 |
Kruskall-Wallis comparison between groups on self-reported and behavioral measures.
| df | Mean rank | H | comparisons (Adj Sig.) | |||||
|---|---|---|---|---|---|---|---|---|
| Dyslexia- | Autism- | Control- | Control- | Autism- | ||||
| Control | disclosure | disclosure | autism | dyslexia | dyslexia | |||
| Was AC information seen as useful? | 2 | 107.69 | 133.38 | 140.81 | 12.74* | 0.020∗ | 0.028∗ | 1.00 |
| Did AC information result in increased self-reported helpfulness? | 113.81 | 131.36 | 135.96 | 8.02* | 0.020∗ | 0.109 | 1.00 | |
| Did participant prioritize partner over Self? | 138.59 | 117.88 | 129.01 | 5.13 | ||||
| Desire to collaborate with the AC again? | 119.23 | 127.98 | 134.27 | 3.12 | ||||
| Rating AC intelligence | 111.61 | 128.60 | 140.33 | 7.45* | 0.019∗ | 0.351 | 0.788 | |
| Rating AC skill | 125.35 | 134.02 | 123.55 | 1.08 | ||||
| Rating AC helpfulness | 126.06 | 126.90 | 129.29 | 0.10 | ||||
| Rating AC frustration | 131.79 | 124.16 | 126.74 | 0.48 | ||||
| Rating dyad spatial coordination | 133.03 | 121.10 | 128.40 | 1.15 | ||||
| Rating dyad calmness | 128.06 | 125.23 | 129.03 | 0.13 | ||||
| Rating dyad efficiency | 124.60 | 128.18 | 129.41 | 0.20 | ||||
| Rating dyad understanding | 128.58 | 126.50 | 127.45 | 0.03 | ||||
| Rating self intelligence | 136.13 | 122.26 | 124.67 | 2.00 | ||||
| Rating self skill | 131.50 | 126.68 | 124.75 | 0.41 | ||||
| Rating self helpfulness | 141.24 | 119.79 | 122.43 | 4.58 | ||||
| Rating self frustration | 132.77 | 126.75 | 123.59 | 0.71 | ||||
Frequency and distribution of coded statements from participants about the information received from the AC.
| No. of coded statements | Kruskall- | |||
|---|---|---|---|---|
| (% of participants) | Wallis | |||
| Dyslexia- | Autism- | |||
| Control | disclosure | disclosure | ||
| ( | ( | ( | H | |
| Information redundant | 37 (46%) | 33 (40%) | 28 (30%) | 3.456 |
| Information explained misunderstanding | 4 (5%) | 8 (10%) | 12 (13%) | 3.137 |
| Information led to greater tolerance | 14 (18%) | 23 (28%) | 44 (48%) | 12.169∗ |
| Ambiguous statements | 26 (33%) | 22 (27%) | 15 (16%) | 1.642 |
FIGURE 2Comparison of participants’ perceptions about the information provided by the AC.
Illustrative examples of reasons provided by participants for finding the information useful.
| Illustrative example | |||
|---|---|---|---|
| Category | Control | Dyslexia-disclosure | Autism-disclosure |
| Information redundant | The information was so generic as to be useless in trying to formulate a strategy | They stated they were dyslexic, but I didn’t find that to be particularly useful information. It tells me nothing of their ability to perform the task | They just said they were autistic, which wasn’t really relevant |
| While I understood what they was trying to share it was not useful to me | I guess it was useful but I’m not sure what being dyslexic has to do with rolling a ball through a maze | I did not know how to alter my playstyle through the information they shared with me, such as them being autistic | |
| Information explained misunderstanding | They said they were not good at multitasking, which may explain why they did not notice my gate could have been unlocked | My partner shared they were dyslexic and had trouble with multiple tasks, and that might have explained why during one game they navigated through half the maze but failed to rescue me from the prison? | My partner explained that he was autistic which made it difficult for him to multi-task which explained why perhaps he forgot to do things in one of the games |
| A little, he said he wasn’t good at multi-tasking (probably why he forgot to let me out as soon as he was able to) but he was good at maneuvering the ball | It tempered my frustration when my partner forgot to let me out of prison in one of the games | It was useful because I can somewhat understand how they performed the way that they did | |
| Information led to greater tolerance | They told me they were good at steering, which they were, and they told me they weren’t great at multitasking which I had in mind when they forgot to free me until the end | It allowed me to be more empathic to the person controlling the other ball, and told me I didn’t need to worry about their control of the ball | He said as he was autistic he was not very good at focusing on multiple tasks at once, which made me more patient when I was locked in prison and only he could move |
| I think I had left him confident and calm, so that we could play this game at our best | they said they were dyslexic but still good at following orders, I was ready to give them a bit more help of needed but they navigated just fine | They mentioned that they struggled to juggle multiple tasks at once due to suffering with autism. This was useful to know and was evident in some of the games that we played. As a result I tried to work as quickly as I could to complete my sections of the games, in order to compensate for times where my partner may have struggled to cope with multiple scenarios in the game | |