The [Object, Me, Symbiote, Other] in the Machine: Insights from Video Game Psychology for Teleoperator-Robot Relations

Date
2024-01-03
Authors
Bowman, Nicholas
Banks, Jaime
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610
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Abstract
Avatars serve as embodied representations of user agency in physical, digital, and mixed realities, extending our physical, cognitive, and perceptual abilities into those spaces. From this perspective, there is a tendency to presume that as users assume control of an avatar, they necessarily psychologically merge with and identify as that entity. Borrowing from video game psychology research into player-avatar relations (PAR) and player-avatar interactions (PAX), we present an argument for considering a broader range of sociality regarding user relations with avatar robots: Seeing avatar robots as Object, Me, Symbiote, and authentically social Others. We extrapolate from PAX measurements to tentatively offer a scale for teleoperator/robot-avatar interaction (TARX) and discuss implications of this extrapolation for more comprehensively understanding a future in which avatar robots are more common.
Description
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Human‒Robot Interactions, avatar robots, human-computer interaction, identification, scale development, sociality
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9 pages
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Proceedings of the 57th Hawaii International Conference on System Sciences
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Attribution-NonCommercial-NoDerivatives 4.0 International
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