The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters
summary
Study uses Emmy robots as two robotic NPC advisors with manipulated pitch rate posture and gaze, running with 64 participants and yielding 1,220 decision points. Robots display high, low or neutral assertiveness; measures include MBTI, PANAS (Penny's), and Godspeed. Results: 84% no-change in decisions, those who do change (16%) are mostly self-reported low-assertive players, low-assertive robots raise more positive emotion, personality-bearing robots persuade more than neutral ones, but assertiveness level alone does not reliably drive decision changes.
AI-written summary · about
chapters (6)
- 0:00Introduction to study
- 1:57Role of assertiveness in NPCs
- 3:22Game setup and hypotheses
- 5:33Procedure and measurements
- 7:44Key findings and results
- 9:08Q&A session
related talks
22mPersonalizing Persuasive Strategies in Gameful Systems to Gamification User Types
03mExploration of Player Emotions, Behaviours, and Individual Differences across Game Difficulty...
10mInclusive’R’Stories: An Inclusive Storytelling Activity with an Emotional Robot
10mSharing the Spotlight: Co-presenting with a Humanoid Robot
08mPseudo-Scientist: Towards Narrative Interventions for Imposter Syndrome
20mImproving The Efficacy Of Games for Change Using Personalization Models
10m“And then what happens?” Promoting Children’s Verbal Creativity Using a Robot
15mSensing and Handling Engagement Dynamics in Human-Robot Interaction Involving Peripheral ...
