Alle Publikationen
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2018
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(2018): Alibis for Adult Play. A Goffmanian Account of Escaping Embarrassment in Adult Play. In: Games and culture 13 (3), S. 260-279. DOI: 10.1177/1555412017721086
DOI: http://www.ncbi.nlm.nih.gov/pubmed/29706842 Abstract: The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.
Keywords: accounts, adult play, adulthood, alibi, BEHAVIOR, Disziplin, embarrassment, Erving Goffman, frame analysis, Goffman, IDENTITY, Interaktion, Kulturtheorie, MODELS, play, motivational accounting system, Rechtfertigung, role distance, script, Spiel, spielen, theory of interaction, Theory of interaction (Goffman), TRANSITION, VOCABULARIES, Wissen um Normen, WORK 2017
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(2017): From dictators to avatars. Furthering social and personality psychology through game methods. In: Social and Personality Psychology Compass 11 (12). DOI: 10.1111/spc3.12368
Abstract: From football to the ultimatum game to chess to World of Warcraft, games have been used in social and personality psychology research for decades. Games are a unique and powerful method: They are engaging and have the potential to both manipulate and measure psychological constructs. In fact, researchers have used physical games, board games, behavioral economics games, and digital games to study a range of individual differences, interpersonal processes, and social cognitive processes. Furthermore, researchers have the opportunity to create their own games that can be targeted directly toward their topic of interest. Our review provides a primer for social and personality psychologists interested in using existing games or creating new games for their research as a method for understanding attitudes, behaviors, emotions, cognitions, and perceptions.
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(2017): Philosophy of games. In: Philosophy Compass 12 (8). DOI: 10.1111/phc3.12426
Abstract: What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work and its performance. Yet others, from the philosophy of sport, have focused on normative issues of fairness, rule application, and competition. The primary purpose of this article is to provide an overview of several different philosophical approaches to games and, hopefully, demonstrate the relevance and value of the different approaches to each other. Early academic attempts to cope with games tried to treat games as a subtype of narrative and to interpret games exactly as one might interpret a static, linear narrative. A faction of game studies, self-described as ludologists, argued that games were a substantially novel form and could not be treated with traditional tools for narrative analysis. In traditional narrative, an audience is told and interprets the story, where in a game, the player enacts and creates the story. Since that early debate, theorists have attempted to offer more nuanced accounts of how games might achieve similar ends to more traditional texts. For example, games might be seen as a novel type of fiction, which uses interactive techniques to achieve immersion in a fictional world. Alternately, games might be seen as a new way to represent causal systems, and so a new way to criticize social and political entities. Work from contemporary analytic philosophy of art has, on the other hand, asked questions whether games could be artworks and, if so, what kind. Much of this debate has concerned the precise nature of the artwork, and the relationship between the artist and the audience. Some have claimed that the audience is a cocreator of the artwork, and so games are a uniquely unfinished and cooperative art form. Others have claimed that, instead, the audience does not help create the artwork; rather, interacting with the artwork is how an audience member appreciates the artist's finished production. Other streams of work have focused less on the game as a text or work, and more on game play as a kind of activity. One common view is that game play occurs in a magic circle. Inside the magic circle, players take on new roles, follow different rules, and actions have different meanings. Actions inside the magic circle do not have their usual consequences for the rest of life. Enemies of the magic circle view have claimed that the view ignores the deep integration of game life from ordinary life and point to gambling, gold farming, and the status effects of sports. Philosophers of sport, on the other hand, have approached games with an entirely different framework. This has lead into investigations about the normative nature of gameswhat guides the applications of rules and how those rules might be applied, interpreted, or even changed. Furthermore, they have investigated games as social practices and as forms of life.
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(2017): Politeness and Compassion Differentially Predict Adherence to Fairness Norms and Interventions to Norm Violations in Economic Games. In: Scientific reports 7 (1). DOI: 10.1038/s41598-017-02952-1
DOI: http://www.ncbi.nlm.nih.gov/pubmed/28611410 Abstract: Adherence to norms and interventions to norm violations are two important forms of social behaviour modelled in economic games. While both appear to serve a prosocial function, they may represent separate mechanisms corresponding with distinct emotional and psychological antecedents, and thus may be predicted by different personality traits. In this study, we compared adherence to fairness norms in the dictator game with responses to violations of the same norms in third-party punishment and recompensation games with respect to prosocial traits from the Big Five and HEXACO models of personality. The results revealed a pattern of differential relations between prosocial traits and game behaviours. While norm adherence in the dictator game was driven by traits reflecting good manners and non-aggression (the politeness aspect of Big Five agreeableness and HEXACO honesty-humility), third-party recompensation of victims-and to a lesser extent, punishment of offenders-was uniquely driven by traits reflecting emotional concern for others (the compassion aspect of Big Five agreeableness). These findings demonstrate the discriminant validity between similar prosocial constructs and highlight the different prosocial motivations underlying economic game behaviours.
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(2017): When Fair Is Not Equal. In: Social Psychological and Personality Science 8 (8), S. 847-857. DOI: 10.1177/1948550616683018
Abstract: Growing evidence has highlighted the importance of social norms in promoting prosocial behaviors in economic games. Specifically, individual differences in norm adherence—captured by the politeness aspect of Big Five agreeableness—have been found to predict fair allocations of wealth to one’s partner in the dictator game. Yet, most studies have used neutrally framed paradigms, where players may default to norms of equality in the absence of contextual cues. In this study (N = 707), we examined prosocial personality traits and dictator allocations under salient real-world norms of equity and need. Extending on the previous research, we found that—in addition to politeness—the compassion aspect of agreeableness predicted greater allocations of wealth when they were embedded in real-world norms. These results represent an important step in understanding the real-world implications of laboratory-based research, demonstrating the importance of both normative context and prosocial traits.
2013
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Aylett, Ruth; Krenn, Brigitte; Pelachaud, Catherine; Shimodaira, Hiroshi (Hg.) (2013): Intelligent Virtual Agents. 13th International Conference IVA 2013 Proceedings. Berlin; Heidelberg: Springer
2011
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(2011) : Etiquette In Motivational Agents: Engaging Users And Developing Relationships In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 205-230
Abstract: Micro-analysis of face-to-face interaction among humans can tell us a great deal about how to design etiquette into our human-machine interfaces in order to make them more intuitive, robust, and easy to use. Human protocols for conversational turn-taking, indicating understanding, marking emphasis, and displaying presumed relationship status, are but a few of the myriad verbal and nonverbal cues that can be observed in face-to-face interaction and incorporated into our systems. However, one of the most interesting-and challenging aspects of human interaction for both analysis and emulation is that the “rules of engagement”—that is, etiquette-expectations change frequently and ªuidly during a single encounter. A person must know if their interlocutor is engaging in serious talk, social chat, play, storytelling, or joke-telling to know how to interpret their behavior and to respond appropriately. In addition, these rules can also slowly evolve as a pair of interlocutors develops a relationship over time. is chapter will discuss these phenomena in human social interactions and their rami¤cations for developing human-like machine interfaces such as the animated health counselor shown in Figure 9.1. is work focuses on a particular type of application as a motivating example-the use of computerized animated counselors for long-term health behavior change interventions-and why at least some of the interaction styles that are e¢ective in this domain comprise rules of etiquette that would not be considered “nice” by Emily Post.
Keywords: Agent, Antworten im Rahmen einer Konversation, Art der Beziehung zum Interaktionspartner, Betonung, doppelter Treffer, Ernsthaftigkeit einer Situation, Erzählweise, Etikette, Etiquette as rules of expectation, Favoriten, Für spezifische Situationen festgelegte Verhaltensregeln, humor, Konversationskonventionen als Etikette-Erwartungen, Korrespondenz, Mensch oder Maschine, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle, narrative, Plauderei, Prosody, Realtechnik, Signalisieren von Verstehen, Situationsbedingter Kontext, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Distanz, Soziale Robotik, Soziosensitive Systeme, Spiel, Sprachgebrauch, Sprechmelodie, Technik, Theorien, Turn-taking innerhalb der Konsersation, User, Volltreffer, Witze -
(2011) : Etiquette In Distributed Game-Based Training: Communication, Trust, Cohesion In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 181-204
Abstract: In this chapter we will explore the use of etiquette in training systems derived from commercial video games. e system that will be used as an example is a training and debrie¤ng tool that allows distributed participants to train together in a virtual game environment, and to conduct After Action Review (AAR) sessions in that same environment. In AAR sessions, participants discuss the events that unfolded during training, and how to improve performance in the future. However, we will ¤rst present a concise history of humancomputer etiquette, followed by a description of the unique etiquette requirements that game systems demand. We will then describe how game systems can be used for team training in complex tasks, and the etiquette requirements that must drive that application. An important consideration we address along the way is the analogy between human-computer and human-human etiquette.
Keywords: Analogy btwn human-computer and human-human etiquette, Computers, doppelter Treffer, Etikette, Game-based, Human-Computer Etiquette, Informations- & Kommunikationstechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, Spiel, Technik 2006
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(2006): Breaking the rules of the game. Ethical implications for nursing practice and education. In: Nursing Science Quarterly 19 (3), S. 207-210
Abstract: Rules in games are fundamental to the ethics of practice. Rules provide a context or space where a game is defined and played. Throughout human life, games may be formalized with written and unwritten rules. Imaginations may be sparked in the creative structuring of new, informal games. Formal and informal rules can serve to provide direction for what may be viewed as decorum and appropriate behavior with professional groups. In this column, the author illuminates possible ethical meanings for rule-making and breaking with implications for nursing practice and education from a nursing theoretical perspective.
Keywords: Berufstechnik, decorum, Fehlverhalten, Gesellschaftsprofit, Gruppenverhalten / Joint Action, Intellektualtechnik, Interaktion, Medizin, Mensch-Technik-Relationen (MTR), Normen, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Pflege, Regel, Regelwerk, Regelwerke, Soziale Rolle, Spiel, Spieltheorie, Technik, Umgangsformen, Verhalten am Arbeitsplatz, Voraussetzungen für sozial angemessenes Verhalten
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