A Study of User Attitude Dynamics in a Computer Game
Yang Cao, Golha Sharifi, Yamini Upadrashta, Julita Vassileva
University of Saskatchewan, Computer Science Department,
57 Campus Drive, Saskatoon, Saskatchewan S7N 5A9, Canada
Keywords: Human Factors, Internet and Collaborative Computing, Agents for Internet Computing
Abstract: When designing a distributed system where a certain level of cooperation among real people is important,
for example CSCW systems, systems supporting workflow processes and peer-to-peer (P2P) systems, it is
important to study the evolution of relationships among the users. People develop attitudes to other people
and reciprocate the attitudes of other people when they able to observe them. We are interested to find out
how the design of the environment, specifically the feedback mechanisms and the visualization may
influence this process. For this purpose we designed a web-based multi-player computer game, which
requires the players to represent explicitly their attitudes to other players and allows studying the evolution
of interpersonal relationships in a group of players. Two versions of the game deploying different
visualization techniques were compared with respect to the dynamics of attitude change and type of
reactions. The results show that there are strong individual differences in the way people react to success
and failure and how they attribute blame and change their attitude to other people involved in the situation.
Also the level and way of visualizing the other players’ attitude influences significantly the dynamics of
attitude change.
1 INTRODUCTION
There are many examples of solid user communities
that formed around pieces of technology (e.g.
slashdot.com), but there are many more examples of
failed ones. Exactly what went right in the thriving
communities and what went wrong in the others is
difficult to analyze. In our experience developing
and deploying I-Help (Greer et al., 2001), a multi-
agent environment supporting synchronous and
asynchronous peer-help in a University
environment, we discovered widely varying levels
of user participation in different classes. It seems
that not so much technical, but a complex interaction
of social factors played a significant role, like
rewards (in terms of marks, virtual money or
reputation/visibility in the group), attitudes (pre-
existing interpersonal relationships among users),
and personal beliefs (e.g. altruism). This experience
taught us that it is important to study the
sociological aspects of cooperation, and that the
application should model and support the existing
relationships among people, organizational
structures (Artikis et al., 2002 ; Sierra and Noriega,
2002) and incentives for cooperative action (Golle et
al., 2001). In the study described here we focus on
the following general questions:
ho
w people develop interpersonal
relationships when interacting in a computer-
based multi-user environment,
wh
at is the role of individuality in attributing
praise / blame in case of success/ failure, and
doe
s the design of the environment,
especially the feedback given to the user
about the other users’ attitudes influence the
reciprocation of attitudes quantitatively or
qualitatively.
A multi-player game environment was designed
as a to
ol to study these questions. It requires the
players to represent explicitly their attitudes to the
other players and to change their attitudes towards
the other players depending on the outcome of the
game and their realization of the others’ attitudes
towards themselves. Different ways of visualizing
the others’ attitude (text vs. animated face displaying
emotion - smiley) were applied in two different
versions of the game.
222
Cao Y., Sharifi G., Upadrashta Y. and Vassileva J. (2004).
A Study of User Attitude Dynamics in a Computer Game.
In Proceedings of the Sixth International Conference on Enterprise Information Systems, pages 222-229
DOI: 10.5220/0002599202220229
Copyright
c
SciTePress
2 RELATED LITARATURE
There are many studies on the evolution of
cooperation the area of groupware and CSCW.
Methods have been proposed to support and manage
collaboration by suggesting appropriate roles,
detecting and helping resolve conflicts, and
assigning tasks depending on the expertise of the
users (Jermann et al., 2001). Enviroments exist that
create awareness of the other participants' actions or
focus of attention (Gutwin et al., 1995), or study the
participation rate and role taking through analysis of
the types of speech acts (Soller 2002, Soller et al.,
2002) and user actions (Muehlenbrock and Hoppe,
1999), and create models of how these acts relate to
effective collaboration and provide guidance about
what acitivities the participants should engage in to
improve collaboration (Barros and Verdejo, 2000).
However, organizational rules alone do not
necessarily yield the desired result, as a self-
organizing dynamic may appear in the organization
which guides the system away from the desired path
(Hummel and Schoder, 1995). Such dynamic most
often results from personal attitudes and
relationships. Most of existing CSCW work is
applied to settings where implicit social structures
already exist, i.e. the users know each other in
advance and have established relationships and
status. With the advance of telework environments,
there will be an increased need for CSCW
environments supporting collaboration between
users who have never met face to face and who
don’t know each other. Building up attitudes and
social relationships in such environments happens
exclusively during the process of collaboration,
mediated through the collaborative environment and
can therefore be strongly influenced by the design of
the environment.
While attitude formation has been studied in the
area of social psychology, the CSCW literature to
date has not paid much attention to the fact that
people often think in terms of relationships with
other people and their attitudes /feelings towards
other people govern to a high extent their actions.
Attitude formation is a complex process which has
been modelled theoretically from different
perspectives. For example, the balance theory
(Prendinger and Ishizuka, 2002; Rist and Schmitt,
2002), symmetry theory, congruence theory and
cognitive dissonance theories take a cognitive stance
and explain how people’s attitudes towards each
other are influenced by their (shared or different)
attitudes to important ideas, events or other people.
A more pragmatic view is that human attitudes
depend on past experience and reciprocation. For
example, if somebody has behaved badly towards
another one in the past, it is very likely that the
second one will develop a dislike to the first one
(without even trying to judge the motives). While
such behavior could be modeled theoretically (e.g.
the reciprocating “tit-for-tat” strategy in the iterated
Prisoner’s Dilemma) (Axelrod, 1984) and can be
implemented practically with machine learning
techniques, attempts to explicitly represent
relationships among users have been made only
recently. Models of trust updated by reinforcement
learning from experience (Yu and Singh, 2002a; Yu
and Singh, 2002b) and /or reputation, using other
agents as a source of indirect experience (gossip)
(Conte and Paolucci, 2002) have been proposed
recently in the area of multi-agent systems. These
studies have been concerned with the emerging
global properties of the system as a result of
introducing trust relationships among agents (e.g.
what types of equillibria can be reached, how robust
is the agent society with respect to “cheaters”).
Interpersonal relationships have been studied on
a global scale by sociologists. Studies of social
networks focus on the patterns of interactions within
a group and analyze particular properties of the
graph formed by the people (nodes) and their
interactions (edges): density, cohesiveness, etc.
There have been studies of CSCL envrionments
using social analysis, for example (Nurmela et al.,
1999), where the social network cohesiveness of the
group is measured to identify the prominent
participants in collaboration.
There has been a lot of interest recently in the
area of social sciences in general, and particularly in
the area of business management in the development
of “social capital” in a community or workplace,
resulting from positive weak ties (Granovetter,
1973) as a way to promote cooperation, information
flow and innovation at the workplace. We believe
that building social capital or positive relationships
can be an important incentive in CSCW systems
where there is no external source of motivation for
the users to collaborate (Vassileva, 2002). While
introducing currency and micro-payments can help
motivate users to help each other (Golle et al.,
2001), many users can actually feel repulsed from a
money-oriented system (Shirky, 2000); something
that we discovered also in our experience with I-
Help (Vassileva, 2002). People can be motivated by
the possibility to create relationships with other
people, and by participating in an active network of
relationships, creating thus a small world where
recognition and being liked by peers are important
factors for the individual (Vassileva, 2002).
We believe that representing and reasoning
expliclty about attitudes and relationships among
users could be applied in the areas of groupware and
CSCW, and this approach can provide a way to
A STUDY OF USER ATTITUDE DYNAMICS IN A COMPUTER GAME
223
handle emerging self-organizing group dynamics.
The design of the rules of interaction in the CSCW
can encourage the development of positive attitudes
and relationships and increase the motivation for the
users to act and to cooperate.
Multi-player computer games provide a good
context for exploring emerging social relationships.
A Swedish research project on a game called
"Kaktus" (Laaksolahti and Persson, 2001), allows
teenage users to experiment different social
behaviours and respond to various social pressures.
“Sims Online”, a multi-player simulation game
allows (according to the advertisement) to: “Build a
network of friends to enhance your power, wealth,
reputation and social standing.” Multi-player action
games such as "Dark Age of Camelot" provide a
even better ground for studying dynamic social
network issues. Recent surveys show that players are
troubled by cheaters and saboteurs. The rules of the
game (team-based player versus player conflict, no
direct communication with the other teams, no
ability to switch teams, etc.) set up a situation where
given perfect game balance, on any given night, a
player may lose 2/3 of his battles. This often leads
to frustration and looking for someone to blame.
Over time, teams that were intended to be unified
against a common enemy end up fragmented into
smaller, tighter communities that bicker among
themselves, only to reunite eventually and repeat the
cycle. Could some subtle alteration of the game
rules break this cycle and create large, happy
communities? Or do people naturally seek small
circles of friends and find reasons to isolate
themselves?
We propose a new way of exploring emerging
interpersonal relationships in a computer mediated
environment by using specially designed multi-
player games. In this way we can capture the time
evolution of social networks of real people, not
artificial agents, as with social simulation. The
players form relationships (even though only for a
short period of time, in the context of the game) and
are more willing to reveal their attitudes to each
other in a context of a game than in a real
environment. While it can be argued that the context
of the game is different than the context of a real
world collaboration environment, we believe that
most multi-player games reveal individual
characteristics of the players that can be seen also in
their real-world encounters. The game allows to
study the individual differences in the way people
change their attitudes, which can help in desgining
individualized feedback in CSCW environments.
The next section describes the design of a web-based
multi-player game called “Who likes me”.
3 GAME DESIGN
We want to study the evolution of personal
relationships among a group of people using a multi-
player web-based game. The rules of the game
require the users to express and modify explicitly
their attitude to the other players as a level of liking
or disliking.
In each round of the game a player picks a
destination player and has to send him/her a signed
packet containing 100 units. However, the packet
can’t be sent directly to the destination, but by
passing to one of the other players (the most liked
one). If the selected player likes the originator of the
packet, it passes it directly to another player (his/her
most liked player), but if s/he doesn’t like the
originator he/she will take part of the packet
proportional to the level of dislike and then pass it
further. This process continues until the packet
reaches the destination or is destroyed by the other
players. After each rounds of the game, the player
gets system feedback about what proportion of his
packet reached the destination, feedback about the
other players’ attitudes towards him/her and is able
to change his/her attitudes to the other players. After
each player completes a given number of rounds
(e.g. 10), the one who achieved the highest number
of transported successfully units wins the game.
The success of a player in the game is
determined by the attitude of the other players to
him/her. It is advantageous if the player has a
reciprocated positive relationship with at least one
other player. However, this is not enough, since if
the “friend” of the player passes his/her packet to
another one who dislikes him/her, the packet can be
destroyed nevertheless. Only through mutual liking
and cooperation can all players achieve high scores
(though in this case other factors will define who
wins the game, e.g. who sends packets faster).
However, the uncertainty in the other players’
attitude towards oneslef and the desire for
reciprocation after unsuccessful rounds make the
players increase or decrease their level of liking,
which makes the game dynamic, unpredictable and
interesting. Strategizing successfully in such a
complex situation is practically impossible.
3.1 Game Rules
The requirement for the game is that there should be
at least three people to play. The game starts by
player A signing in the system. Player A will be
provided with the list of pseudonyms of the current
players and will be required to enter his/her attitude
(how much he/she likes each of other player) as a
natural number from 5 (strong like) to 1 (strong
ICEIS 2004 - SOFTWARE AGENTS AND INTERNET COMPUTING
224
dislike). Player A can start to play a round of the
game by choosing one of the players as a
destination. Player A sends a packet with containing
100 units to destination. The packet continually
passes among the group of remaining players, until
it reaches the destination (fully or partially) or is
destroyed. Each intermediate player, receiving A’s
package takes away a number of parts proportional
to the level of dislike it holds towards A. The round
finishes when the packet reaches the destination
player or is destroyed. At the end of the round, the
player gets feedback about the success of his/her
package and feedback generated by the system about
the attitudes of the other players towards him/her.
We chose to provide only a rough summary of the
relations of the other players towards the player,
deduced from the observation of how the packet
travels and how much it looses. Only summary
information “likes” or “dislikes” is presented to the
player, but it is not clear if, for example, “dislikes”
means 3 or 1. We designed two different ways of
presenting the feedback to the user in two different
versions of the game – textual and graphical (see
Figure 1). After seeing the feedback, the player can
change his/her attitudes to any of the other players
(if s/he wishes) and play another round.
3.2 Agents Represent Players
Personal agents represent each player in the game,
thus saving the player from having to consider
individually each passed packet and ensuring
consistency in the forwarding of packages according
to the attitudes of the user towards the other players.
The personal agent maintains a list of attitudes {a
1
,
a
2
, …, a
k
} of the player towards the other k players.
A number a
i
{1,2,3,4,5} where 1 (negative,
dislike) to 5 (positive attitude, like) represents each
attitude. The player assigns each the value of his/her
attitude to each of the other players, thus
"instructing" his/her agent how to play the game on
her behalf. During the course of the game, the agents
decide to whom to pass each packet sent to them and
how much to take away from it, depending on the
value of the attitude of the user towards the
originator of the package. The packet is sent to the
agent of the most liked player M | a
M
= max
i
{a
1
, a
2
,
…, a
k
}. If the player dislikes completely the
originator R of the package, i.e. a
R
= 1, the agent
will destroy the packet, i.e. it will not pass it further.
Otherwise, the agent takes away n parts of the
package where n = 5 – a
R
and a
R
is the value of the
attitude of the player to the originator R of the
package. The agents do not reveal the attitudes of
their players to either other agents or to the system.
In summary, the rules for the agents to play are:
1. To preserve privacy the system is not allowed to
access the players' attitudes.
2. The agent that starts the round cannot send its
packet directly to the destination.
3. An agent of player A will not send a package to
the agent of a player B that A dislikes (i.e. there is
a
B
= 1 in A's attitude model).
4. Each agent of player A selects to pass the package
to the agent of the player M to whom the user with
the highest attitude value i.e. M | a
M
= max{a
1
, a
2
,
…, a
k
}.
5. To prevent infinite loops in the game:
The agent will not send the packet back to
its sender or to the owner of the packet.
The agent selects a new agent to send the
packet when it receives the packet from the
same two previous senders twice.
6. If the player's packet is destroyed, the player's
agent will not pass any packet to the first agent that
received its previous packet.
7. If the player dislikes everybody (i.e. his/her
attitude to every other player is 1), it cannot play.
8. The initial packet for each round of play has a
value of 100.
9. The agent who receives the packet will destroy
the packet if its player dislikes (at level 1) the
packet's owner.
10. The agent who receives the packet will
decrement the value of the packet by 5 minus the
value of its attitude to the packet's originator.
4 EXPERIMENTAL RESULTS
We carried out experiments with the game to test the
following hypotheses:
Individuals react differently, but consistently to
success and failure when changing their
attitudes to the other people involved in the
situation;
People reciprocate the attitudes of other people,
when they become aware of them;
The way feedback about other people’s attitudes
is given plays a role in the way people
reciprocate and in the dynamics of the attitudes.
A STUDY OF USER ATTITUDE DYNAMICS IN A COMPUTER GAME
225
Figure 1: System feedback about the other players' attitudes towards the player (textual and smiley versions)
To test the third hypothesis, we experimented
with two versions of the game, one with textual
feedback and one with feedback visualized with
smileys (shown in Figure 1). The preliminary results
generated by two approximately 45-minute
experiments with the two versions of the game are
summarised below.
Six participants played fifty rounds of the text
version of the game in total (i.e. packages sent by
different players) and answered survey forms in the
end. Seven different participants played fourty
rounds each with the smiley version (i.e. seventy
rounds in total). The participants had different
gender, age, and ethnic background. The group
using the smiley version was formed by computer
science graduate students, while the group with the
text version was mixed. In each set of experiments
the participants did not know each other (aliases
were used). The players were given a general
introduction about the game and the basic rules.
While the rounds of the game were not
synchronized across the players, there were five to
six players playing at the same time. The routes for a
packet to reach its destination were different for the
different rounds. The shortest route was a package
passed and destroyed by one player and the longest
one involved all six players several times and
reaching the destination without being destroyed.
Three kinds of results were possible in each round:
the packets reached the destination completely; the
packets did not reach the destination because they
were destroyed, and the packets reached the
destination partially.
The following cases reoccurred during the game:
When everyone in the group strongly disliked
the originator, the packet couldn't be send to the
destination (direct consequence from rule 8).
The shortest route of a package happens in two
cases: when a sender passes the packet to the
most liked other player and that player dislikes
strongly the sender, the packet is destroyed
immediately. The second case is when the
sender selects a player who likes strongly the
destination-player, because it passes the packet
directly to the destination (see rule 4).
The longest route happens in a group where no
one prefers the destination player to the other
players (if the sender likes at least one player
and no one dislikes strongly the originator). In
this situation, the message is passed
continuously in the entire group according to
rule 5 until it finally reaches the destination.
If a sender has good relations with others and
s/he selects to pass the package to a player who
also has good relations with others, the packet is
delivered to destination successfully. However,
if the sender selects a player who doesn't like
the others, the packet will not be sent to
ICEIS 2004 - SOFTWARE AGENTS AND INTERNET COMPUTING
226
destination even the sender has good relations
with others.
These cases were possible to deduce from the
rules of the game and the questionnaires showed that
players were aware of them when interpreting the
results of each round and were trying to strategize.
The only way for players to strategize was by
changing their attitudes towards the other players,
using information from the system about the success
of their package sending at each round and the
system-generated record of the like/dislike attitudes
of the other players towards them. In the next
sections, we present the main observations from the
two experiments.
4.1 Setting the Initial Attitudes to the
Other Players
Across the two versions, players were fairly
consistent in choosing their intitial attitude (positive,
negative or neutral). In the text version, 45% of all
initial attitude choices (i.e. each player’s choice of
attitude towards each other player) was positive
(levels 4 or 5), while in the smiley version, 49% of
the initial choices of attitude were positive. In both
the text version and smiley version the initial
negative attitude selection percentage was 17%. In
the text version 38%, and in the smiley version
34%, of the initial choices were netural. From these
numbers it seems that the players had neutral to
positive attitude disposition at start. Next we shall
see that they were fairly conservative in changing
their attitudes.
4.2 Dynamics of Attitude Change
There were 174 opportunities for attitude change in
total in the text version and 234 opportunities in the
smiley version. The total number of opportunities is
calculated as the sum of all feedback stages for each
player multiplied by the number of other players at
each stage. The breakdown of different scales of
attitude changes is consistent across the two
versions. Most players keep attitudes to other
players constant most of the time – 66.7% and 70%
of all opportunities for change of attitude for each
player (to all other players at each round) were not
used in the text version and the smiley version of the
game, respectively. Gradual change with one level
of liking/disliking makes 11% of all changes of
attitude in the textual version; it is slightly less
common (with 4%) than radical change of attitude
(with 2 or 3 levels). Gradual change (12% of all
changes of attitude) is slightly more common (with
1%) than the radical change in the experiment with
the smileys. Drastic change (from level 5 to level 1
or reverse) makes around 6% in both versions (6.3%
in the text feedback version and 6.4% in the smiley
version). In the cases when drastic change of attitude
took place, it was mostly negative (64% of all
drastic changes in the text version and 87% in the
smiley version were negative).
4.3 Typical Reactions
One typical reaction is drastically reducing the level
of liking to the most liked person after a partial or
complete failure to deliver the packet.
This reaction was observed particularly
frequently for specific players (e.g. all six drastic
changes made by Goofy and all four drastic changes
made by Daisy in the smiley version were negative
and came in response to partial failure to deliver a
packet,see figure 2). Three of the four drastic
changes made by Abraham in the text version were
of this type (figure 3). HQ had five drastic changes
of attitude, two of which were negative and three –
positive (figure 3).
Figure 2: The evolution of attitudes of Goofy and
Daisy in the smiley version of the game
Another characteristic reaction was to blame
everyone for failing to deliver a packet, as did
Abraham in the textual feedback version (figure 3).
He reacted to the fact that his package was destroyed
by changing his attitude to all other players to
“strong dislike” towards the end of the game. After
realizing that he will not be able to play anymore, he
changed his attitudes to the other players assigning
random values. He commented in the questionnaire
afterwards that he was annoyed with the other
players and didn’t know what he should think about
them in the end of the game. Two players
demonstrated a similar drastic reaction also in the
experiment with the smiley feedback – see the
evolution of Goofy’s and Daisy’s attitudes shown in
A STUDY OF USER ATTITUDE DYNAMICS IN A COMPUTER GAME
227
figure 2. Goofy drastically reducing his attitudes to
all players after a partial success and had to increase
them again (to randomly chosen levels) to be able to
play. Daisy reduced drastically her level of liking to
three other players (Goofy, Mickey and Minnie),
who were among the four most liked players after a
series of consequtive partial deliveries.
Figure 3: The evolution of HQ’s and Abraham’s levels of
attitude towards the other players (textual version)
4.4 Reciprocation
Comparing the evolution of attitudes of two players
towards each other (Figure 4) we see that some of
them follow a pattern of reciprocity, delayed with
several minutes because of the delay in feedback
(only after a round of game the participant can see
the system’s evaluation of the others’ attitudes
towards him/her) and the asynchrnous rounds across
the players. We observed a pronounced difference
between the two versions. To measure the
reciprocation in attitudes between each couple of
players, we mapped the evolution of the mutual
attitudes of every pair of players as shown on Figure
4 and counted the changes in the same direction (i.e.
converging) over the total number of attitude
changes. Applying this measure for each pair of
players, we obtained an average of 43.7% (median
50%) reciprocating changes across the players the
text feedback version and average of 77% (median
73%) of reciprocating changes in the smiley version.
This shows that the smiley feedback visualising the
attitude of the the other players stimulates
significantly more reciprocation expressed in
changing the attitude in the same direction. The
reason is probably that the smiley visualization of
the attitudes of the other players is more intuitive
and requires less cognitive processing, thus allowing
a faster, more spontaneous reaction. In contrast, the
textual version required more cognitive processing
and probably some of the attitudes remained not-
noticed by the players, who focussed their attention
on one or two other players only.
Figure 4: Evolution of the mutual attitudes between two
players in the textual and the smiley version.
5 DISCUSSION AND FUTURE
Even though this experiment is too small to bring
conclusive results, it gives some evidence in support
of our three hypotheses and demonstrates the wealth
of data that can be retrieved from a simple multi-
player game. Our results indicate that individuality
plays an important role in how people change
attitudes in response to events resulting from the
attitudes of other people. Probably people differ
also in the way they assign blame for a situation,
which they can not understand because of the
complex interaction of the factors involved. One
reaction is to blame everyone involved; another – to
blame the closest person involved. Such individual
differences need to be considered when designing
feedback about the actions of other players, for
example, providing less feedback for users who tend
to react drastically or selecting appropriate
visualization to encourage cooperation among users.
In the future we will repeat the experiment analyzing
the data available to each player at each point when
they decide to change attitude and use a think-aloud
protocol.
6 CONCLUSIONS
This paper argues for the importance of considering
interpersonal relationships emerging among the
users of multi-user applications, and for the use of
computer games to investigate emerging user
attitudes towards each other. Interpersonal
relationships among users emerge in any social
system, including those mediated by technology, and
they play an important role in the patterns of
ICEIS 2004 - SOFTWARE AGENTS AND INTERNET COMPUTING
228
interaction among people. There are not enough
studies of how people actually develop attitudes to
each other in the context of a computer supported
interaction environments and how these attitudes
evolve in time in response to system-mediate events
and realizing others’ attitude towards oneself. The
way the system mediates the user’s perception of
success and failure, as well as the attitudes of other
users influences the way people act. We propose
using specifically designed computer games as tools
to investigate the dynamics of interpersonal attitudes
and we show an example of such a game, together
with the intial experimental results. Clearly, more
work is needed to generate constructive results to
guide system design, and we will be working in
cooperation with social psychologists towards this
goal.
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