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身着动力装甲的伙伴:在群体内外情境下将类人情感归因于视频游戏角色。

Pals in power armor: attribution of human-like emotions to video game characters in an ingroup/outgroup situation.

机构信息

Department of Psychology, University of Chicago, Chicago, Illinois 60637, USA.

出版信息

Cyberpsychol Behav Soc Netw. 2012 Aug;15(8):441-3. doi: 10.1089/cyber.2012.0111. Epub 2012 Jul 23.

Abstract

Previous research has demonstrated the tendency for humans to anthropomorphize computers-that is, to react to computers as social actors, despite knowing that the computers are mere machines. In the present research, we examined the attribution of both primary (non-uniquely human) and secondary (human-like) emotions to ingroup (teammate) and outgroup (opponent) computer-controlled characters in a video game. We found that participants perceived the teammate character as experiencing more secondary emotions than the opponent character, but that they perceived the teammate and opponent character as experiencing equal levels of primary emotions. Thus, participants anthropomorphized the ingroup character to a greater extent than the outgroup character. These results imply that computers' "emotions" are treated with a similar ingroup/outgroup social regard as the emotions of actual humans.

摘要

先前的研究表明,人类倾向于将计算机人格化——也就是说,尽管知道计算机只是机器,但人类仍会将其视为社会行为体作出反应。在本研究中,我们考察了在视频游戏中,参与者将初级(非独特于人类的)和次级(类人的)情绪归因于内群体(队友)和外群体(对手)的计算机控制角色的情况。我们发现,参与者认为队友角色体验到的次级情绪比对手角色更多,但他们认为队友和对手角色体验到的初级情绪水平相同。因此,参与者对内群体角色的人格化程度大于对外群体角色。这些结果表明,计算机的“情绪”与实际人类的情绪一样,受到类似的内群体/外群体社会关注。

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