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在双人游戏场景中,参与者对自己帮助一个披露自闭症诊断的人工同盟者的程度估计过高。

Participants Over-Estimate How Helpful They Are in a Two-Player Game Scenario Toward an Artificial Confederate That Discloses a Diagnosis of Autism.

作者信息

Heasman Brett, Gillespie Alex

机构信息

Centre for Research in Autism and Education, UCL Institute of Education, London, United Kingdom.

Department of Psychological and Behavioural Science, London School of Economics and Political Science, London, United Kingdom.

出版信息

Front Psychol. 2019 Jun 11;10:1349. doi: 10.3389/fpsyg.2019.01349. eCollection 2019.

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.

摘要

关于神经典型人群如何看待自闭症患者的研究表明,披露自闭症诊断会导致积极的歧视性偏见;然而,自闭症患者的自传体叙述表明,披露诊断结果往往会导致负面的歧视行为。我们报告了一项探索性研究,比较人们自我报告的帮助行为与他们对假定的自闭症合作者的实际帮助行为。我们让255名参与者相信他们正在与一个真实的人在线互动,玩Dyad3D,这是一款迷宫导航游戏,玩家必须合作打开门并完成关卡。然而,参与者实际上是在与一个人工同盟者(AC)玩游戏,该同盟者被编程为在所有互动中表现相同。这种设计使我们能够在三种情况下操纵参与者在合作前收到的AC的诊断状态:不披露、阅读障碍披露和自闭症披露。我们使用这种方法来探索两个研究问题:(1)Dyad3D能否有效地创建一种模拟互动,使参与者误以为他们正在与另一个在线人类玩家合作?(2)披露自闭症诊断对社会认知和合作有什么影响?结合游戏后的问卷调查,我们比较了诊断条件之间的差异以及游戏中自我报告行为和实际行为之间的差异。我们的研究结果表明,Dyad3D被证明是一种创建可信互动的有效且可行的方法(欺骗成功率>96%)。此外,自闭症诊断的披露会使AC被认为更聪明、更有用,但参与者也认为自己对AC的帮助比实际情况更多。我们评估了当前方法的优点和局限性,并为未来的研究提供了建议。Dyad3D的源代码可免费获取(知识共享署名-非商业性使用4.0),以便该研究能够被复制并可供未来改编。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/03db/6579835/0ee75e1e2572/fpsyg-10-01349-g001.jpg

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