首页> 外文期刊>Frontiers in Psychology >Participants Over-Estimate How Helpful They Are in a Two-Player Game Scenario Toward an Artificial Confederate That Discloses a Diagnosis of Autism
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Participants Over-Estimate How Helpful They Are in a Two-Player Game Scenario Toward an Artificial Confederate That Discloses a Diagnosis of Autism

机译:参与者过度估计他们在一个人造官员的双人游戏情景中的诊断诊断了他们对自闭症的诊断

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Research on how autistic people are perceived by neurotypical people indicates that disclosing a diagnosis leads to a positive discriminatory bias; however, autobiographical autistic accounts indicate that diagnostic disclosure often results in negative discriminatory behavior. We report on an exploratory study to compare people’s self-reported helping behavior with their actual helping behavior toward an assumed autistic collaborator. We led 255 participants to believe that they were interacting online with a real person to play Dyad3D, a maze navigation game where players must work together to open doors, and complete the levels. However, participants were actually playing with an artificial confederate (AC) that is programmed to behave the same way across all interactions. This design enabled us to manipulate the diagnostic status of the AC that participants received prior to collaboration across three conditions: no disclosure, dyslexia-disclosure, and autism-disclosure. We use this method to explore two research questions: (1) is Dyad3D viable in creating a simulated interaction that could deceive participants into believing they were collaborating with another human player online? and (2) what are the effects of disclosing an autism diagnosis on social perception and collaboration? Combined with a post-game questionnaire, we compared differences between diagnostic conditions and differences between self-reported behavior and actual behavior in the game. Our findings show that Dyad3D proved to be an efficient and viable method for creating a believable interaction (deception success rate 96%). Moreover, diagnostic disclosure of autism results in the AC being perceived as more intelligent and useful, but participants also perceived themselves to be more helpful toward the AC than they actually were. We evaluate the strengths and limitations of the current method and provide recommendations for future research. The source code for Dyad3D is freely available (CC-BY-NC 4.0) so that the study is reproducible and open to future adaptation.
机译:神经典型人物如何感染自闭症的研究表明,揭示诊断导致积极的歧视性偏见;然而,自传式自闭症账户表明诊断披露通常会导致负歧视性行为。我们报告了一个探索性研究,以比较人们的自我报告的帮助行为与他们对假定的自闭症合作者的实际帮助行为。我们带领255名参与者相信他们在线与真正的人在线互动,以便玩Dyad3D,一个迷宫导航游戏,玩家必须共同努力开门,并完成水平。然而,参与者实际上与人工联邦(AC)一起编制的人工,以便在所有互动中表现相同的方式。该设计使我们能够操纵在三个条件下协作之前收到的参与者的AC的诊断状态:没有披露,诵读缺点和自闭症披露。我们使用这种方法来探索两项研究问题:(1)Dyad3d在创造模拟互动方面是可行的,可以欺骗参与者相信他们与另一人在线与另一个人类播放器合作? (2)披露自闭症诊断对社会感知和合作的影响是什么?结合游戏后问卷,我们比较了诊断条件与游戏中的自我报告行为与实际行为之间的差异之间的差异。我们的研究结果表明,Dyad3D被证明是一种有效和可行的方法,可以创造一个可信的互动(欺骗成功率& 96%)。此外,自闭症的诊断披露导致AC被视为更聪明和有用,但参与者也认为自己对AC更有用,而不是其实际的乐趣。我们评估目前方法的优势和局限,并为未来研究提供建议。 Dyad3D的源代码是自由的(CC-BY-NC 4.0),以便该研究是可重复的,并且对未来的适应开放。

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