发现机器人游戏主持的实体互动并非人人喜欢,讨厌机器人的用户反而更不沉浸。
POIROT: Investigating Direct Tangible vs. Digitally Mediated Interaction and Attitude Moderation in Multi-party Murder Mystery Games
- 按用户对机器人的反感程度调节交互方式,反感者用数字界面更好。
- 67人实验显示,反感机器人者在实体互动中沉浸度下降显著。
- 适合设计自适应系统,根据用户态度动态选择交互形式。
随着社交机器人在多人游戏(如谋杀之谜游戏)中担任游戏主持人(GM)角色日益普遍,人们普遍认为物理交互能提升体验的观点仍存争议。本研究通过一项包含67名参与者的事先分组实验,考察了用户对机器人负面态度(NARS)这一关键边界条件的影响。实验中,定制机器人通过实体接触或数字界面传递线索。多变量分析(MANOVA)未发现交互模态的主效应,表明单纯实体化并不提升参与感。但多层次线性模型(MLM)分析显示显著调节效应:高NARS用户在实体交互下叙事沉浸度明显降低,而低NARS用户无此影响。定性分析进一步揭示,对部分用户而言,实体交互带来新奇感与参与度,但对焦虑用户则造成过强的邻近空间压力,数字界面反而成为保护性社交缓冲。研究支持一种条件化的具身人机交互模型,强调系统需根据用户心理倾向动态适配交互方式。
原文摘要 · Abstract (English)
As social robots take on increasingly complex roles like game masters (GMs) in multi-party games, the expectation that physicality universally enhances user experience remains debated. This study challenges the "one-size-fits-all" view of tangible interaction by identifying a critical boundary condition: users' Negative Attitudes towards Robots (NARS). In a between-subjects experiment (N = 67), a custom-built robot GM facilitated a multi-party murder mystery game (MMG) by delivering clues either through direct tangible interaction or a digitally mediated interface. Baseline multivariate analysis (MANOVA) showed no significant main effect of delivery modality, confirming that tangibility alone does not guarantee superior engagement. However, primary analysis using multilevel linear models (MLM) revealed a reliable moderation: participants high in NARS experienced markedly lower narrative immersion under tangible delivery, whereas those with low NARS scores showed no such decrement. Qualitative findings further illuminate this divergence: tangibility provides novelty and engagement for some but imposes excessive proxemic friction for anxious users, for whom the digital interface acts as a protective social buffer. These results advance a conditional model of HRI and emphasize the necessity for adaptive systems that can tailor interaction modalities to user predispositions.
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