There is a growing body of research in the literature that investigates the relationship between emotions and decision-making in socio-economic contexts. Previous research has used Serious Games (SGs) based on game theory paradigms with socio-economic contexts to explore this relationship in controlled settings, but it is unclear whether such SGs can be applied in the wild, which would improve their usability in natural settings. The emergence and widespread availability of mobile computing technologies have enabled the creation of diverse SG implementations. We developed a mobile SG that combines four socio-economic interactions (trust game, ultimatum game, dictator game, prisoner’s dilemma game) into one narrative and conducted an initial experiment with eight participants. This study discusses the challenges of deploying SGs in the wild and proposes solutions to overcome them. The results from the preliminary user experience experiment indicate that the SG is a suitable tool for emotion elicitation in the wild and that the results are similar to those observed in previous studies under controlled environments. We argue that these findings suggest that mobile SGs have potential for studying the relationship between emotions and decision-making in socio-economic contexts in the wild, improving the reach of these methods beyond laboratory settings.

Socio-Economic Decision Making and Emotion Elicitation with a Serious Game in the Wild

Ahmed F.;Berta R.;Bellotti Francesco;Lazzaroni L.;Barresi G.;
2023-01-01

Abstract

There is a growing body of research in the literature that investigates the relationship between emotions and decision-making in socio-economic contexts. Previous research has used Serious Games (SGs) based on game theory paradigms with socio-economic contexts to explore this relationship in controlled settings, but it is unclear whether such SGs can be applied in the wild, which would improve their usability in natural settings. The emergence and widespread availability of mobile computing technologies have enabled the creation of diverse SG implementations. We developed a mobile SG that combines four socio-economic interactions (trust game, ultimatum game, dictator game, prisoner’s dilemma game) into one narrative and conducted an initial experiment with eight participants. This study discusses the challenges of deploying SGs in the wild and proposes solutions to overcome them. The results from the preliminary user experience experiment indicate that the SG is a suitable tool for emotion elicitation in the wild and that the results are similar to those observed in previous studies under controlled environments. We argue that these findings suggest that mobile SGs have potential for studying the relationship between emotions and decision-making in socio-economic contexts in the wild, improving the reach of these methods beyond laboratory settings.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11567/1142119
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