Laboratoire de Sciences Cognitives et Psycholinguistique (CNRS / ENS / EHESS), Paris, France.
NukkAI, Paris, France.
PLoS One. 2024 Aug 22;19(8):e0305985. doi: 10.1371/journal.pone.0305985. eCollection 2024.
Games offer a unique context for studying human behavior within the realm of social interactions, where a crucial aspect is the role of personality. The personality of individuals is often conceptualized as divided between general traits (broad traits) that are difficult to apply to specific situations and highly specific traits (narrow traits) that only offer a partial depiction of contextual aspects. In this study, we propose an intermediary level of traits revealed through self-ratings (as broad traits), but defined with respect to a particular game context (as narrow traits). We focus on the popular game of Bridge, which is complex and similar to real-life interactions involving incomplete information, adversarial and cooperative concerns, and communication between players. Using a multidimensional analysis of a new 66-item Bridge Inventory survey completed by 1,300 players, we identified five factors (Aggressiveness, Discipline, Creativity, Emotionality, and Experience) that were meaningfully correlated with broad traits of the Five Factor Model (FFM), supporting their validity. Based on these game-related traits, we identified three types of Bridge players: Conventional, Measured, and Subversive and demonstrated the limitations of FFM traits in capturing nuances of player types. The results of our study highlight a discrepancy between broad, context-independent personality traits and narrow, game-specific traits. We propose that this gap can be bridged through self-ratings, revealing a set of intermediate-level, context-dependent traits, which are expected to better encompass interindividual variability in the context of social interactions.
游戏为研究社会互动领域中的人类行为提供了独特的情境,而人格在其中起着关键作用。个体的人格通常被分为两个方面:一是难以应用于特定情境的一般特质(广泛特质),二是只能部分描绘情境方面的高度特定特质(狭窄特质)。在本研究中,我们提出了一个通过自我评估揭示的中间特质水平(作为广泛特质),但这些特质是针对特定的游戏情境定义的(作为狭窄特质)。我们专注于流行的桥牌游戏,该游戏复杂且类似于现实生活中涉及不完全信息、对抗性和合作性问题以及玩家之间沟通的互动。通过对 1300 名玩家完成的 66 项新的桥牌库存调查进行多维分析,我们确定了五个因素(攻击性、纪律性、创造性、情感性和经验性),它们与五因素模型(FFM)的广泛特质具有有意义的相关性,支持了它们的有效性。基于这些与游戏相关的特质,我们确定了三种桥牌玩家类型:传统型、谨慎型和颠覆型,并展示了 FFM 特质在捕捉玩家类型细微差别方面的局限性。我们研究的结果突显了广泛的、独立于情境的人格特质与狭窄的、特定于游戏的特质之间的差异。我们提出,通过自我评估可以弥合这一差距,揭示出一组中间层次的、情境依赖的特质,这些特质有望更好地涵盖社会互动情境中个体间的可变性。