对比情绪反馈与积分奖励,发现不同年龄孩子对机器人互动的反应差异。
Synthetic Emotions vs. Gamification: Exploring Engagement Strategies for Small Social Robots in Different Age Groups

- 用情绪反馈或积分奖励两种方式激发儿童参与
- 小学生偏好情感互动,大学生更高效完成任务
- 年龄影响互动效果,设计需实证验证
许多儿童存在情绪调节和社交互动困难,可能影响日常活动和治疗参与。为使社交助人机器人在此场景中有效,需确保儿童持续且有意义地投入。本文研究一款触觉机器人支持焦虑障碍儿童日常互动的两种参与策略:提供合成情绪反馈或积分奖励。通过两项实验评估:16名6-8岁小学生进行偏好测试,14名20-27岁大学生在自然环境中完成全天行为研究。结果显示,小学生更偏好情感反馈;而大学生在积分激励下任务准确率显著更高(p < 0.05),且表现更持久。不同群体的偏好与实际行为不一致,说明设计假设需基于真实交互验证。本研究揭示了年龄相关的参与策略有效性差异,为人类-机器人交互设计提供关键洞见。
原文摘要 · Abstract (English)
Many children experience challenges in emotional regulation and social interaction, which can limit their participation in everyday activities and therapeutic programs. For socially assistive robots to be effective in this context, it is essential that children remain consistently and meaningfully engaged. We explore engagement strategies for a tactile robot designed to support children suffering from anxiety disorders through daily interactions. The robot delivers either synthetic emotional feedback or point rewards to encourage user participation. We evaluated these strategies through two studies: a preference assessment with 16 school children aged 6-8 years, and a behavioral study with 14 university students aged 20-27 years in naturalistic environments. The study with school children indicated a preference for emotional engagement over points-based approaches. The follow up study with university students across a full day of interactions revealed contrasting results: points-based systems produced significantly higher task accuracy (p < 0.05) and sustained performance over time. Findings from different user groups suggest that stated preferences and behavioral outcomes can diverge depending on engagement context, highlighting the importance of validating design assumptions through observed interaction. This work contributes insights into age-related differences in engagement strategy effectiveness in human-robot interaction design.
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