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1.
Front Psychol ; 12: 701965, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34335418

RESUMO

In playing videogames, players often create avatars as extensions of agency into those spaces, where the player-avatar relationship (PAR) both shapes gameplay and is the product of gameplay experiences. Avatars are generally understood as singular bodies; however, we argue they are functional and phenomenological assemblages-networks of social and technological components that are internalized by players as networks of knowledge about the avatar. Different PARs are based on different internalizations (i.e., mental models) for what an avatar is and why it matters. Toward illuminating nuances in PARs, we examine the content and structure of players' internalizations of avatars as evidenced by descriptions of those digital bodies. Secondary analysis of N = 1,201 avatar descriptions parceled them by PAR type (avatars as asocial Objects, psychologically merged extensions of Me, hybrid me/other Symbiotes, and authentically social Other). Aggregated descriptions for each PAR type were subjected to semantic network analysis to identify patterns in salient avatar components, and then qualitatively compared across the four PARs. Results indicate component clusters that are universal to PARs (demographics and body features), common to three of four PARs (time, appearance, clothing, and player agency), and idiosyncratic to specific PARs (significance, character narratives, game dynamics, liminality, and gratifications). Findings signal the importance of theoretically engaging avatars as assemblages both (a) influenced by player-avatar sociality and (b) that contribute (in part and whole) to antecedents, processes, and effects of gameplay.

2.
Front Robot AI ; 8: 670503, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34124176

RESUMO

Moral status can be understood along two dimensions: moral agency [capacities to be and do good (or bad)] and moral patiency (extents to which entities are objects of moral concern), where the latter especially has implications for how humans accept or reject machine agents into human social spheres. As there is currently limited understanding of how people innately understand and imagine the moral patiency of social robots, this study inductively explores key themes in how robots may be subject to humans' (im)moral action across 12 valenced foundations in the moral matrix: care/harm, fairness/unfairness, loyalty/betrayal, authority/subversion, purity/degradation, liberty/oppression. Findings indicate that people can imagine clear dynamics by which anthropomorphic, zoomorphic, and mechanomorphic robots may benefit and suffer at the hands of humans (e.g., affirmations of personhood, compromising bodily integrity, veneration as gods, corruption by physical or information interventions). Patterns across the matrix are interpreted to suggest that moral patiency may be a function of whether people diminish or uphold the ontological boundary between humans and machines, though even moral upholdings bare notes of utilitarianism.

3.
Front Robot AI ; 8: 627233, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34041272

RESUMO

Frames-discursive structures that make dimensions of a situation more or less salient-are understood to influence how people understand novel technologies. As technological agents are increasingly integrated into society, it becomes important to discover how native understandings (i.e., individual frames) of social robots are associated with how they are characterized by media, technology developers, and even the agents themselves (i.e., produced frames). Moreover, these individual and produced frames may influence the ways in which people see social robots as legitimate and trustworthy agents-especially in the face of (im)moral behavior. This three-study investigation begins to address this knowledge gap by 1) identifying individually held frames for explaining an android's (im)moral behavior, and experimentally testing how produced frames prime judgments about an android's morally ambiguous behavior in 2) mediated representations and 3) face-to-face exposures. Results indicate that people rely on discernible ground rules to explain social robot behaviors; these frames induced only limited effects on responsibility judgments of that robot's morally ambiguous behavior. Evidence also suggests that technophobia-induced reactance may move people to reject a produced frame in favor of a divergent individual frame.

4.
Cyberpsychol Behav Soc Netw ; 24(5): 324-331, 2021 May.
Artigo em Inglês | MEDLINE | ID: mdl-33416419

RESUMO

Cues delivered by agents are known to trigger mental shortcuts associated with ontological category or the kind of thing an agent is. Two such heuristics are key to considering organic and machine agents, and result in biased evaluations: the machine heuristic (MH) (if machine, then systematic/unbiased, therefore its products are good) and the nature heuristic (NH) (if natural, then pure/innate, therefore good). As machine agents such as robots are increasingly integrated into human spheres, it is yet unknown (a) if invocation of agent-cued heuristics is inherently tied to activities and (b) whether either/both heuristics are evoked when agents exhibit both organic and machinic properties (as with cyborgs). To investigate these open questions, a 3 × 2 experiment tasked individuals with considering a magazine article about an agent (organism, cyborg, robot) performing behaviors (natural, technical) to solve a widespread problem, and then evaluating the agent and its solution for markers of machine and NHs. Findings indicate that the NH may be dominant over the MH; however, this primacy may be driven by operational contexts. Post hoc analysis suggests that agent category grounds interpretations of agent behaviors that, in turn, drive biased evaluations of behavioral outcomes.


Assuntos
Heurística , Robótica , Adulto , Sinais (Psicologia) , Feminino , Humanos , Masculino , Pessoa de Meia-Idade
5.
Front Robot AI ; 7: 62, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33501230

RESUMO

Media influence people's perceptions of reality broadly and of technology in particular. Robot villains and heroes-from Ultron to Wall-E-have been shown to serve a specific cultivation function, shaping people's perceptions of those embodied social technologies, especially when individuals do not have direct experience with them. To date, however, little is understood about the nature of the conceptions people hold for what robots are, how they work, and how they may function in society, as well as the media antecedents and relational effects of those cognitive structures. This study takes a step toward bridging that gap by exploring relationships among individuals' recall of robot characters from popular media, their mental models for actual robots, and social evaluations of an actual robot. Findings indicate that mental models consist of a small set of common and tightly linked components (beyond which there is a good deal of individual difference), but robot character recall and evaluation have little association with whether people hold any of those components. Instead, data are interpreted to suggest that cumulative sympathetic evaluations of robot media characters may form heuristics that are primed by and engaged in social evaluations of actual robots, while technical content in mental models is associated with a more utilitarian approach to actual robots.

6.
Soc Sci Med ; 216: 124-132, 2018 11.
Artigo em Inglês | MEDLINE | ID: mdl-30257787

RESUMO

RATIONALE: Mental and behavioral health recovery includes concepts related not just to symptom improvement, but also to participating in activities that contribute to wellness and a meaningful life. Video game play can relieve stress and provide a way to connect, which may be especially important for military veterans. OBJECTIVE: We examined how military veterans used video game play to further their mental and behavioral health recovery by conducting an exploratory thematic analysis of the gaming habits of 20 United States military veterans who were in treatment for mental or behavioral health problems. METHOD: We conducted semi-structured interviews in 2016 and used a framework analytic approach to determine salient themes linking video gaming to mental and behavioral health recovery. RESULTS: Veteran participants reported that video games helped not only with managing moods and stress, but also with three areas related to other aspects of recovery: adaptive coping (e.g. distraction, control, symptom substitution); eudaimonic well-being (confidence, insight, role functioning); and socializing (participation, support, brotherhood). Meaning derived from game narratives and characters, exciting or calming gameplay, and opportunities to connect, talk, and lead others were credited as benefits of gaming. Responses often related closely to military or veteran experiences. At times, excessive use of games led to life problems or feeling addicted, but some veterans with disabilities felt the advantages of extreme play outweighed these problems. CONCLUSION: Video games seem to provide some veterans with a potent form of "personal medicine" that can promote recovery. Although reasons and results of gaming may vary within and among individuals, clinicians may wish to discuss video game play with their patients to help patients optimize their use of games to support recovery.


Assuntos
Transtornos Mentais/reabilitação , Recuperação da Saúde Mental , Veteranos/psicologia , Jogos de Vídeo/psicologia , Adaptação Psicológica , Adulto , Feminino , Humanos , Entrevistas como Assunto/métodos , Masculino , Transtornos Mentais/psicologia , Pessoa de Meia-Idade , Pesquisa Qualitativa , Jogos de Vídeo/tendências
7.
Pediatr Blood Cancer ; 62 Suppl 5: S426-59, 2015 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-26700916

RESUMO

This paper presents the evidence for a standard of care for psychosocial assessment in pediatric cancer. An interdisciplinary group of investigators utilized EBSCO, PubMed, PsycINFO, Ovid, and Google Scholar search databases, focusing on five areas: youth/family psychosocial adjustment, family resources, family/social support, previous history/premorbid functioning, and family structure/function. Descriptive quantitative studies, systematic reviews, and meta-analyses (n = 149) were reviewed and evaluated using grading of recommendations, assessment development, and evaluation (GRADE) criteria. There is high quality evidence to support a strong recommendation for multifaceted, systematic assessments of psychosocial health care needs of youth with cancer and their families as a standard of care in pediatric oncology.


Assuntos
Oncologia/normas , Equipe de Assistência ao Paciente/normas , Pediatria/normas , Apoio Social , Humanos
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