A chatbot equipped with a conversational user interface often allows its users to feel as if they are conversing with a human being. The current study examined whether users’ perception of a mind within a chatbot is associated with their feeling of co-presence, closeness, and intention to use and whether the influence of mind perception is reinforced when the chatbot presents social cues in its language. A laboratory experiment (N = 64) revealed that the more participants perceived a mind behind a chatbot, the more co-presence and interpersonal closeness they experienced with the chatbot. The associations with co-presence and closeness became stronger when the chatbot used social cues. Furthermore, mind perception had an indirect effect on intention to use via closeness when social cues were presented. These findings imply the importance of mind perception and social cues in a chatbot’s language in creating a positive chatbot experience.
This study investigates older adults’ perceptions of mobile phone use during face-to-face interactions and social gatherings. Data were derived from 9 semistructured focus group interviews. Study participants were older adult residents of Michigan, US (N = 77). Focus groups were held in both urban and rural locations and our sample was heterogeneous in terms of race and socioeconomic status. Older adults in this study reported that the mobile phone behavior displayed by their younger family members during face-to-face interactions and family gatherings breaches their expectations regarding appropriate etiquette and manners. Specifically, participants reported they view mobile phone use during face-to-face interactions as disruptive to communication quality, offensive, and a potential signal of inattention, which may curtail intergenerational communication and hinder their sense of copresence. Limitations of our study and directions for future research are discussed.
Drawing on the self-concept activation and goal-priming account of the priming effect, this study examined how self-concept—i.e., ideal self, ought self, and actual self—can be harnessed as a model for avatar customization in digital games to promote healthy-eating behavior. Female participants (N = 133) customized an avatar in a digital game to reflect either the ideal, ought, or actual self. Participants then selected food items for their avatar within the digital game as well as food items for themselves to eat afterward. Results suggest that for participants using an ought-self avatar, the extent to which they were conscious of their health was positively related to healthier food choice both within and after playing the game. No such effect emerged for participants who used an ideal- or actual-self avatar, indicating that participants formed the goal of being healthy only with regard to the ought self. This study demonstrates that avatar customization in a digital game can serve a regulatory function by representing individuals’ duties and responsibilities, thus, causing them to adopt such attributes manifested in their avatar during and after the game.
23 April 2022 in International Journal of Human–Computer Interaction
The online environment for video conferencing lacks cues compared to offline, so one can hear the interlocutor's criticism more sensitively, and the fear of presenting in front of the camera can hinder participation in the meeting. It is known that interface design affords a role in improving public speaking and has a possibility of changing user behavior. To examine how the interface design of video conferencing affects video debating participation, 2 (visual anonymity: avatar vs. face) × 2 (self-affirmation vs. no self-affirmation) between-subjects experiment was conducted. Results showed that using an avatar, when properly used together with self-affirmation, has a positive effect on active participation in discussions, but derogating others’ critical messages. These results indicate unique underlying mechanisms of the effects of the avatar; the deindividuation effect of visual anonymity, and the effects of improving participation when customizing self-value reflected avatars.