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Huggable Communication Medium Maintains Level of Trust during Conversation Game
There have been several attempts in recent years to develop a remote communication device using sensory modalities other than speech that would induce a user’s positive experience with his/her conversation partner. Specifically, Hugvie is a human-shaped pillow as well as a remote communication devic...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5661115/ https://www.ncbi.nlm.nih.gov/pubmed/29118727 http://dx.doi.org/10.3389/fpsyg.2017.01862 |
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author | Takahashi, Hideyuki Ban, Midori Osawa, Hirotaka Nakanishi, Junya Sumioka, Hidenobu Ishiguro, Hiroshi |
author_facet | Takahashi, Hideyuki Ban, Midori Osawa, Hirotaka Nakanishi, Junya Sumioka, Hidenobu Ishiguro, Hiroshi |
author_sort | Takahashi, Hideyuki |
collection | PubMed |
description | There have been several attempts in recent years to develop a remote communication device using sensory modalities other than speech that would induce a user’s positive experience with his/her conversation partner. Specifically, Hugvie is a human-shaped pillow as well as a remote communication device enabling users to combine a hugging experience with telecommunication to improve the quality of remote communication. The present research is based on the hypothesis that using Hugvie maintains users’ level of trust toward their conversation partners in situations prone to suspicion. The level of trust felt toward other remote game players was compared between participants using Hugvie and those using a basic communication device while playing a modified version of Werewolf, a conversation-based game, designed to evaluate trust. Although there are always winners and losers in the regular version of Werewolf, the rules were modified to generate a possible scenario in which no enemy was present among the players and all players would win if they trusted each other. We examined the effect of using Hugvie while playing Werewolf on players’ level of trust toward each other and our results demonstrated that in those using Hugvie, the level of trust toward other players was maintained. |
format | Online Article Text |
id | pubmed-5661115 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-56611152017-11-08 Huggable Communication Medium Maintains Level of Trust during Conversation Game Takahashi, Hideyuki Ban, Midori Osawa, Hirotaka Nakanishi, Junya Sumioka, Hidenobu Ishiguro, Hiroshi Front Psychol Psychology There have been several attempts in recent years to develop a remote communication device using sensory modalities other than speech that would induce a user’s positive experience with his/her conversation partner. Specifically, Hugvie is a human-shaped pillow as well as a remote communication device enabling users to combine a hugging experience with telecommunication to improve the quality of remote communication. The present research is based on the hypothesis that using Hugvie maintains users’ level of trust toward their conversation partners in situations prone to suspicion. The level of trust felt toward other remote game players was compared between participants using Hugvie and those using a basic communication device while playing a modified version of Werewolf, a conversation-based game, designed to evaluate trust. Although there are always winners and losers in the regular version of Werewolf, the rules were modified to generate a possible scenario in which no enemy was present among the players and all players would win if they trusted each other. We examined the effect of using Hugvie while playing Werewolf on players’ level of trust toward each other and our results demonstrated that in those using Hugvie, the level of trust toward other players was maintained. Frontiers Media S.A. 2017-10-25 /pmc/articles/PMC5661115/ /pubmed/29118727 http://dx.doi.org/10.3389/fpsyg.2017.01862 Text en Copyright © 2017 Takahashi, Ban, Osawa, Nakanishi, Sumioka and Ishiguro. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Takahashi, Hideyuki Ban, Midori Osawa, Hirotaka Nakanishi, Junya Sumioka, Hidenobu Ishiguro, Hiroshi Huggable Communication Medium Maintains Level of Trust during Conversation Game |
title | Huggable Communication Medium Maintains Level of Trust during Conversation Game |
title_full | Huggable Communication Medium Maintains Level of Trust during Conversation Game |
title_fullStr | Huggable Communication Medium Maintains Level of Trust during Conversation Game |
title_full_unstemmed | Huggable Communication Medium Maintains Level of Trust during Conversation Game |
title_short | Huggable Communication Medium Maintains Level of Trust during Conversation Game |
title_sort | huggable communication medium maintains level of trust during conversation game |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5661115/ https://www.ncbi.nlm.nih.gov/pubmed/29118727 http://dx.doi.org/10.3389/fpsyg.2017.01862 |
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