MURI 14 Kickoff June 3, 2008 Multiplayer Games for collecting data on cultural factors in...
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Transcript of MURI 14 Kickoff June 3, 2008 Multiplayer Games for collecting data on cultural factors in...
MURI 14 Kickoff June 3, 2008
Multiplayer Games for collecting data on cultural factors in
negotiation
Michael Lewis
MURI 14 Kickoff June 3, 2008
Why data from online multiplayer games is needed
• Access to difficult to reach populations• Access to larger (perhaps demographically separable)
samples• Access to behavior in context and over time• Provides negotiation trace for modeling
– Reveals process parameters such as N exchanges to agreement, step choices in proposals, etc.
– Allows incremental development & testing• Provides validation environment for computational
models • Allows tests of theory with manipulations and
experimental control
MURI 14 Kickoff June 3, 2008
Online games as basic research infrastructure
• Users play simple abstract games against known strategies
• Users select from among available decisions in thematic scenarios
• Users negotiate with other users• Agents developed to model user traces• Users negotiate with developed agents
MURI 14 Kickoff June 3, 2008
population Internet users
Percent population
Israel 6,426,679 3,700,000 57.6 %
Palestine(West Bank)
2,535,927 266,000 10.5 %
Turkey 71,158,647 16,000,000 22.5 %
Morocco 34,343,219 7,300,000 21.3 %
Do the subjects we need have the skills for online/computerized data collection?
Dec 2007 internetworldstats.com
MURI 14 Kickoff June 3, 2008
Other Possibilities
• Leave behind laptops for schools & rec centers– Individual attention & trust
• Experiments with Ex-pat communities in US
MURI 14 Kickoff June 3, 2008
What is a “Cross-Cultural Internet Game”?
• We included these in the proposal in order to have some way to collect relatively large samples of negotiation traces
but• What should they look like?• How should they behave?• What are the important characteristics?• How will we attract participants?
MURI 14 Kickoff June 3, 2008
What should they look like?
• Abstract– Cultural effects for neutral situations-
behavioral economics, simple games, resource use/sharing
Are there general cultural predispositions toward negotiations?
• Presume that these predispositions will extend to concrete problems.
MURI 14 Kickoff June 3, 2008
What should they look like?
• Concrete– Familiar/commonplace culturally relevant
situations
Should we investigate only commonplace situations in order to observe normal naturalistic decision making?
MURI 14 Kickoff June 3, 2008
What should they look like?
• Culturally challenging– Situations involving conflict/closely held
beliefs
Are cultural factors most prominent and of interest for closely held issues bearing on cultural identity and should data collection concentrate on such situations?
MURI 14 Kickoff June 3, 2008
Abstract 2D gamesIn robocup rescue simulation players coordinate and command Fire brigades to stop the spread of fires.
Non threatening & relatively culturally neutral.
MURI 14 Kickoff June 3, 2008
Chat?
MURI 14 Kickoff June 3, 2008
Abstract GamesPros:Less likely to be culturally biasedMore easily programmed interfacesProvide data in more easily modeled form such as
bid or probability (econ) or move or action selection (sim)
Cons:Lack cultural contextMust be highly constrained to provide useful data
from free text
MURI 14 Kickoff June 3, 2008
Concrete Games
• Formats & presentation styles• Example-1 (from Stitt Feld Handy)• Flash is awfully canned• Choice of alternatives limits responses to
those favored by culture of programmer• Would be difficult to script out for multiple
players
MURI 14 Kickoff June 3, 2008
MURI 14 Kickoff June 3, 2008
MURI 14 Kickoff June 3, 2008
Serious Games with relevant story line?
from Global Conflicts Palestine
MURI 14 Kickoff June 3, 2008
Game-engine based simulations
• Avatars are difficult to control without prior experience
• Maps are easy to get lost in• Focus on action may not bring out types of
negotiation behavior we are after
MURI 14 Kickoff June 3, 2008
Online Games supply data to other parts of this MURI
• Collecting online game data addresses:– Cultural hypotheses developed in other parts
of the project– Parameters/interactions meaningful to the
computational models being developed– Provides complementary data, for example,
allow comparison between statements on surveys and actions taken
MURI 14 Kickoff June 3, 2008
Common Problems
• How important is context & association with familiar situations/objects?
• How can we avoid problems with language and intelligibility?
• How can we design games that are not “unconsciously” culturally biased?
MURI 14 Kickoff June 3, 2008
Prior work in Games & Simulations for Research
• Web-based data collection1997 web-based information visualization experiment2004 terrain analysis for IPB
• Agent aiding for human Teams1998 NEO scenario 19981999 MokSAF route planning2007 Team-based scavenger hunt
Game-based software2002 edited CACM special issue on Game Engines for research2003- CaveUT game-based cave software2004- USARSim 30,000+ download robotic simulation
MURI 14 Kickoff June 3, 2008
MURI 14 Kickoff June 3, 2008
Other Problems• IRB and online research
– Typical policies deal with solicitation• Approved ad OK• Spam & SMS closely regulated
– Consent• Looks pretty much like offline but submit/discard option
replaces signature– Confidentiality
• Most IRBs require use of SSL encryption
• International study– Host country approval/collaborator