Department of Nordic Studies and Linguistics, University of Copenhagen, Copenhagen, Denmark.
School of Philosophy, Psychology and Language Sciences, University of Edinburgh, Edinburgh, United Kingdom.
PLoS One. 2024 Jan 5;19(1):e0288330. doi: 10.1371/journal.pone.0288330. eCollection 2024.
Many theories of communication claim that perspective-taking is a fundamental component of the successful design of utterances for a specific audience. In three experiments, we investigated perspective-taking in a constrained communication situation: Participants played a word guessing game where each trial required them to select a clue word to communicate a single target word to their partner. In many cases, the task requires participants to take the perspective of their partner when generating, evaluating, and selecting potential clue words. For example, if the target word was 'heart', the first word that came to mind might be 'love', but this would not in fact be a very useful clue word. Instead, a word like 'cardiovascular' is much more likely than 'love' to make the partner guess 'heart'. Pairs of participants took turns giving and receiving clues to guess target words, receiving feedback after each trial. In Experiment 1, participants appeared unable to improve their perspective-taking over repeated interactions, despite a baseline performance that suggested strong perspective-taking abilities. In Experiment 2, which included extensive feedback after each trial and only target words for which good clues existed and which required perspective-taking, some measures of perspective-taking showed modest improvements. In Experiment 3, which was conducted online, we used Experiment 2 feedback with Experiment 1 target words. As in Experiment 1, participants did not improve over the course of the game in Experiment 3. The results of these three experiments show quite strong limits on people's ability to adapt and improve perspective-taking without the context provided by interaction history and growing common ground.
许多沟通理论都声称,换位思考是为特定受众成功设计话语的基本组成部分。在三项实验中,我们研究了在受限的沟通情境中的换位思考:参与者玩猜词游戏,在每一轮中,他们需要选择一个线索词来向他们的伙伴传达一个单一的目标词。在许多情况下,任务要求参与者在生成、评估和选择潜在线索词时站在他们伙伴的角度思考。例如,如果目标词是“heart”,首先想到的词可能是“love”,但实际上这并不是一个非常有用的线索词。相反,像“cardiovascular”这样的词比“love”更有可能让伙伴猜到“heart”。参与者轮流给予和接收线索来猜测目标词,并在每一轮后收到反馈。在实验 1 中,尽管参与者的基线表现表明他们具有很强的换位思考能力,但他们似乎无法在反复互动中提高自己的换位思考能力。在实验 2 中,我们在每一轮后提供了广泛的反馈,并且只包括存在良好线索且需要换位思考的目标词,一些换位思考的衡量指标显示出适度的提高。在实验 3 中,我们在线进行了实验,使用了实验 2 的反馈和实验 1 的目标词。与实验 1 一样,参与者在实验 3 中并没有在游戏过程中有所提高。这三项实验的结果表明,在没有互动历史和共同基础提供的背景下,人们适应和提高换位思考能力的能力受到相当大的限制。