2011 11th IEEE-RAS International Conference on Humanoid Robots Bled, Slovenia, October 26-28, 2011 Robot as Teammate vs. Opponent in Video Gaming Eunil Park Sonya S. Kwak Department of Interaction Science Sungkyunkwan University Seoul, South Korea [email protected] Division of Humanities and Social Sciences POSTECH Pohang, South Korea [email protected] Ki Joon Kim Angel P. del Pobil Department of Interaction Science Robotic Intelligence Lab. - Dept. of Interaction Science Sungkyunkwan University University Jaume-I - Sungkyunkwan University Seoul, South Korea Castello, Spain - Seoul, South Korea [email protected] [email protected] The study will have a main test subject with another individual, then have a robot as well Abstract—Can playing a video game with a robot be more enjoyable than playing with a human? Should a robot be my teammate or opponent when playing a video game? Will the gaming result affect how I feel about my gaming partner? To address these questions, the present study conducted a 2 (playing game with: human vs. robot) x 2 (played game as: teammate vs. opponent) x 2 (result of game: win vs. lose) between subject experiment to examine the role of a robot in video gaming and psychology of human players associated with it. Results showed that playing a video game was more enjoyable when played with a human player, while playing the game with a robot player was perceived to be easier. Robot player’s role as teammate vs. opponent and the result of the game (win vs. lose) did not have psychological effects on participants. II. A. Robot vs. Human In communication with robot or human, people estimate the ability of robot or human. Compared between human-like robot and machine-like robot, people feel that human-like robot is more familiar than robot-like robot. For instance, people want to interact more with human-like robot compared to pet-like robot. Related to our works, people want to do shared tasks with human, because people are likely to be more confident in his estimates of the ability of robot. Therefore, when people work with robot on specific tasks, they will rely or trust more human as compared to robots. The present study was conducted to explore the effects of type of colleague or opponent on psychology of participants by examining following research question (RQ): Keywords-robot; teammate; opponent; sharing; HRI; I. INTRODUCTION RQ: For participants, controlling for shared tasks, what is the relationship between the type of colleague or opponent (IV) and attribute toward shared tasks, enjoyment of shared tasks, intention to do shared tasks, perceived ease of doing shared tasks, and perceived intelligence to colleague or opponent (DVs)? Since 1940s, researchers have founded and improved the possibility of interaction between human and robot. With this flow, Breazeal [1] classified the detailed field of Human-Robot Interaction as four aspects of interaction which were robot as tool, robot as cyborg extension, robot as avatar, and robot as sociable partner. For the purposes of this paper with viewpoints of sociable partner, it was essential that social robot have to serve functions of communication. We found many and various attempts with focusing on human-robot interaction with some characteristics of communications. That is, basic communicative functions are essential like talking and listening. With improvements of robotics and computer engineering, we have built and found socially robots which have various functions such as talking, moving, grasping, and so on. B. Perception to Robot’s Role As mentioned above, in these days, robots can do various roles in our society. With the purpose of our work, we were able to find previous research which focused on educational and entertaining robots. In our workplace, a robot was used as guiding or assistant robot. In order to perform these roles, it is essential to have functions of mobility and communication. For example, Jijo-2 was used in office which was designed for visitor. It was equipped functions of services such as guidance for visitor and verbal communication with humans [13-15]. Additionally, we have found various shapes of sociable robots such as pet-like shapes [2-8], human-like shapes [9-11], or machine-like shapes [12]. With these supports and background of initial interactive functions, then, socially interactive robots can take some social roles as partners or rivals. However, few studies focused on a kind of social robot’s roles in our society. Therefore, in this paper, we want to see a possibility of companion which is a entertain robot. In addition, entertainment robots have been used for elementary schools or kindergartens. Some service robots focus on educational situation to provide instructors and training in specific kinds of classes such as second language learning [16, 17]. This study was supported by a grant from the World-Class University program (R31-2008-000-10062-0) of the Korean Ministry of Education, Science and Technology via the National Research Foundation. 978-1-61284-868-6/11/$26.00 ©2011 IEEE LITERATURE REVIEW People compare how people are to robots all the time 47 Responded for increasing number of entertainment robots, there were some attempts to analyze human-robot interaction when a person interacts with robots. For example, Lee and his colleague studied the relationship between human and robot which used a pet-like robot which is called AIBO [18] by using ‘Presence Theory’ [19, 20]. However, few studies focused on the evaluation of robots as their colleagues or rivals when a person works with robots [21-23]. eliminate potential gender effects. The individual participants were received about US $3 for their participation. B. Stimuli and Apparatus The experiment was conducted in a bright and soundattenuated room. A large monitor screen (Resolution: 1,024 × 768 with real size of 117 cm × 90cm) was placed on 3 meters from the sitting participant in comfortable sofa. The monitoring of a participant’s responses and the process of video game were controlled by a Pentium computer. There are relationships such as friend, rival, or companion [1, 21, 24]. In these relationships, we are able to evaluate our relationship. Mainly, these evaluations are based on performance of our opponents of relationships. However, although a friend has a same ability to do something, role of the friend may affect the performance evaluation of individual. For example, the evaluation between an absolute grading and relative grading can be different. Participants were able to control and play video game by using a keyboard which was connected with the Pentium computer. The keyboard settings were set to the video game standard. We chose “Pro Evaluation Soccer 6” from KONAMI as our video game, because we were able to control the role of opponent and find proper reactions in robot and computer based on real or virtual soccer games easily. In response to the lack of existing literature, the present study was conducted to explore the effects of robots’ role on psychology of participants by examining the following RQ: RQ: For participants, controlling for shared tasks, what is the relationship between the roles of robot (IV) and attribute toward shared tasks, enjoyment of shared tasks, intention to do shared tasks, perceived ease of doing shared tasks, and perceived intelligence to colleague or opponent (DVs)? C. Effects of Shared Tasks’ Result Perceived enjoyment of player is one of most important goal in shared tasks. If players do not feel enjoyment in the tasks, a level of efficiency or achievement will be dropped [23]. That is, enjoyment is a main key factor of doing tasks. Specially, enjoyment is strongly related to the result of tasks such as video-game or sports game. Therefore, related to our works, the result of tasks is able to affect enjoyment or attribute toward shared tasks. Therefore, the present study was conducted to explore the effects of type of colleague or opponent on psychology of participants by examining following research question (RQ): Figure 1. A scene of 'Pro Evolution Soccer 6'. RQ: For participants, controlling for shared tasks, what is the relationship between the results of shared tasks (IV) and attribute toward shared tasks, enjoyment of shared tasks, intention to do shared tasks, perceived ease of doing shared tasks, and perceived intelligence to colleague or opponent (DVs)? III. STUDY DESIGN The experiment was a between-subjects design with eight conditions: 2 (Opponent Type: Human Player vs. Robot Player) x 2 (Role of Opponent: Partner vs. Enemy) x 2 (Result of video-game: Win vs. Lose). A. Participants Participants were 60 undergraduate and graduate students (all female, average age of 24.2 with standard deviation of 3.3). All participants did not have a previous experience in our game or similar game. Due to characteristics of video game, the present study recruited only female participants in order to Figure 2. Human player versus participant. C. Procedure Upon arrival at the laboratory, participants were assigned to one of the eight conditions based on the order they registered through the online signup page. To eliminate the effect of 48 adaptation for video game, each participant did a practice game about five minutes after reading an instruction which explained functions of keys. Then, they were instructed with a demo. They were asked to use all keys to know exact functions of each key in video game. To help efficient controlling by using the keyboard, we used a training stage of video game. In this stage, participants were able to control their team against only a goalkeeper as enemy team. al.[25], Igbaria et al. [28], and Koufaris [29]. Intention to play game was an index composed of five items adapted from Agarwal and Karahanna [30], Wu [27], and Kim et al. [31] to examine perceived intention to play video game. An index composed of five items measuring perceived intelligence to opponent was administered in order to evaluate partner or enemy from Bartneck et al. [32]. Lastly, perceived ease of use was an index composed of four items adapted from Kim et al. [31]. Then, they started main tasks: before tasks, their colleague or enemy (human or robot) sat down on a sofa nearby participants. In human condition, we used a person who was an expert of this video game for controlling the level of difficulty. In robot condition, Nao Robot sat down on a sofa instead of the person. The robot said identical reactions or gestures compared to the human-player by controlling the instructor, because the voice-files and gestures were recorded from the person of human-condition. However, above-mentioned expert played the video game in two-mirrored room. TABLE I. Reliability of Questionnaire Items Participants were instructed to do their best as possible. After the end of video game was over, participants were asked to fill out an online post-experiment questionnaire, which included items on their assessments. All participants were then debriefed and thanked at the end of the experiment. D. Measures The measures primarily used validated items from prior research, and participants responded to each item by marking on a 7-point Likert scale (1=“strongly disagree,” 7=“strongly disagree”). Attitude toward video-game was an index composed of five items adapted from A. Lin et al. [25], Agarwal and Prasad [26], and Wu [27]. Enjoyment of playing video game was an index composed of eight items to measure perceived enjoyment of video-game adapted from A. Lin et TABLE II. Player type Role of player RELIABILITY OF MEASUREMENTS Variables Cronbach’s alpha Attribute toward video-game (AV) .71 Enjoyment of playing video-game (EPV) .81 Intention to play video-game (IPV) .71 Perceived intelligence to opponent (PIO) .73 Perceived ease of playing video-game (PEPV) .64 E. Result 1) Reliability: Cronbach’s alphas were calculated to evaluate the internal consistency of the questionnaire items used in the present study. As summarized in Table 1, Cronbachs’ alphas for the dependent variables indicated that the questionnaire items did have an acceptable reliability. DESCRIPTIVE ANALYSIS OF OUR EXPERIMENT Result of video Game Attribute toward video game Enjoyment of playing video game Intention to play video game Perceived intelligence to opponent Perceived ease of playing video game Lose 5.14 (0.78) 4.86 (1.03) 4.86 (1.03) 5.51 (0.68) 3.75 (0.76) Win 5.58 (0.36) 5.20 (0.33) 5.10 (0.34) 5.80 (0.24) 3.97 (0.57) Lose 5.65 (1.11) 5.64 (1.02) 4.58 (1.44) 5.68 (0.76) 3.91 (0.92) Win 5.74 (0.56) 5.80 (0.53) 5.46 (0.75) 5.77 (0.56) 3.68 (0.47) Lose 5.43 (0.95) 4.82 (1.02) 4.00 (1.40) 5.69 (1.29) 4.89 (1.64) Win 5.88 (0.82) 4.84 (0.73) 4.10 (0.61) 4.90 (0.87) 5.09 (0.91) Lose 5.74 (0.51) 4.52 (0.32) 4.46 (0.55) 5.71 (0.74) 5.36 (0.48) Win 5.88 (0.82) 4.61 (0.45) 3.75 (0.81) 4.93 (0.41) 5.00 (0.69) 5.51 (0.75) 4.70 (0.66) 4.53 (1.04) 5.49 (0.78) 4.46 (1.04) Opponent Human Player Team Opponent Robot Team Average 49 2) Descriptive Analysis: Table 2 is mean and standard deviation of all conditions. 6) Interaction between Players’ Type and Roles: The interaction between the players’ type and role had an effect on enjoyment of playing video-game (F(1, 52) = 6.35, MSe = 3.45, p = .015), such that playing the video game with the human player teammate was more enjoyable than playing with the human opponent while playing with the robot player showed no difference due to the player’s role. 3) Effects of Player Type (Human vs. Robot): A multivariate analysis of variance was conducted to analyze the effects of opponents’ type on participants’ reported level of enjoyment of playing video-game, and intention to play videogame. The results from the multivariate ANOVA indicated that participants who played with human player (M = 5.38, SD = .83) reported a higher level of enjoyment than robot player (M = 4.70, SD = .66) did, F(1, 52) = 12.65, MSe = 6.87, p = .001. Participants who played with human player (M = 4.99, SD = .99) reported that they were more likely to play this video-game in future than participants with robot player (M = 4.07, SD = .88), F(1, 52) = 14.38, MSe = 12.65, p <.001. The opponents’ type also had effects on perceived intelligence to opponent, and ease of playing video-game; participants who played with human player (M = 5.69, SD = .57) reported marginally that they felt more intelligent to opponent than participants who played with robot player (M = 5.28, SD = .92), F(1, 52) = 3.98, MSe = 2.20, p = .051. However, participants who played with robot player (M = 5.08, SD = .97) reported a significantly higher degree of perceived ease of playing video-game than participants who played with human player (M = 3.83, SD = .68), F(1, 52) = 31.14, MSe = 23.71, p <.001. 7) Interaction between Players’ Type and Result of Videogame: The interaction between the players’ type and result of video-game had an effect on perceived intelligence of opponent (F(1, 52) = 6.46, MSe = 3.58, p = .014), such that participants who were defeated with or from robot player felt a higher degree of intelligent of opponent than participants who won with or from robot player while participants who played with human player showed no difference due to result of video-game. Figure 4. Mean and standard error of enjoyment of playing video game. Figure 3. Mean and standard error based on opponents' type. 4) Effects of Role of Player (Teammate vs. Opponent): A multivariate analysis of variance did not find a notable main effect of opponents’ role on the dependent variables, including attribute toward video-game (p = .93), enjoyment of playing video-game (p = .27), intention to play video-game (p = .85), perceived intelligence to opponent (p = .81), and perceived ease of playing video-game (p = .79). Figure 5. Mean and standard error of perceived intelligence of their teammate or opponent. 5) Effects of Video-Game Result (Win vs. Lose): A multivariate analysis of variance did not find a notable main effect of result of video-game on the dependent variables, including attribute toward video-game (p = .81), enjoyment of playing video-game (p = .42), intention to play video-game (p = .60), perceived intelligence to opponent (p = .13), and perceived ease of playing video-game (p = .86). 8) Interaction between Players’ Role and Result of Videogame: The interaction between the players’ role and result of video-game had an effect on attribute toward video-game (F(1, 52) = 4.39, MSe = 2.33, p = .041), such that participants who were defeated with an opponent as colleague felt a lower degree of attribute toward video-game than participants who were defeated with the opponent as enemy while participants 50 [5] K. Wada and T. 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The present study explored whether playing a video game with a robot vs. human yields similar or different psychological evaluations of the gaming partner. Results from our between-subject experiment showed that playing a video game was more enjoyable when played with a human player, and participants thought the human player was more intelligent than the robot player. Playing with the robot, however, was perceived to be easier, indicating that robots may take a role as a gaming parter although we acknowledge that robots are not as intelligent and competent as human players. Our results also revealed that robot player’s role as teammate vs. opponent and the result of the game (win vs. lose) did not have psychological effects on participants. Interestingly, playing the video game with the human teammate was more enjoyable than playing with the human opponent while playing with the robot player showed no difference due to the player’s role. 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