Skip to main content
Log in

Exploring the Entertainment Value of Playing Games with a Humanoid Robot

  • Published:
International Journal of Social Robotics Aims and scope Submit manuscript

Abstract

Besides providing functional support, socially assistive robots can provide social support in the form of entertainment. Previous studies have shown that this type of social support improves elderly people’s well-being significantly. But it is still far from clear what underlying causes drive people’s judgment of entertainment value. Showing emotionally expressive behaviors seems to raise entertainment value, but what if these behaviors are not truly embodied, i.e., tied to processes in the environment? It would seem that it is important that expressive behaviors are tied to the proper events. In this study, we investigated whether multimodal behavioral patterns (i.e., combinations of gestures, eye LED patterns, and verbal expressions) based on the developments within a game aids the entertainment value. We chose a gaming situation where the robot plays Mastermind with a human, in which the robot could show no behavioral patterns, behavioral patterns tied to game progress, or randomly selected behavioral patterns from the same set. The behavioral patterns were designed to imitate four basic emotions (neutral, happy, angry, sad) in combination with five levels of surprise and five levels of confidence. In a pilot study we validated the correct interpretation of the behavioral patterns. The experimental setup was designed to collect information about which behaviors to choose. The results of our study confirmed that a robot playing games with people has entertainment value. The main technical contribution is the information we collected on the behaviors.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10
Fig. 11
Fig. 12
Fig. 13
Fig. 14

Similar content being viewed by others

References

  1. Aldebaran Robotics (2012) Nao key features. http://www.baran- robotics.com/en/Discover-NAO/Key-Features/hardware-platform. html. Accessed 17 July 2012

  2. Banks MR, Willoughby LM, Banks WA (2008) Animal-assisted therapy and loneliness in nursing homes: use of robotic versus living dogs. J Am Med Dir Assoc 9(3):173–177. doi:10.1016/j.jamda.2007.11.007

    Article  Google Scholar 

  3. Beck A, Canamero L, Bard K (2010) Towards an affect space for robots to display emotional body language. In: Proceedings of the 19th IEEE international symposium on robot and human interactive communication (Ro-Man, 2010), pp. 464–469

  4. Breazeal C (2003) Towards sociable robots. Robot Auton Syst 42(3–4):167–175

  5. Bremner J, Frost A, Haub C, Mather M, Ringheim K, Zuehlke E (2010) World population highlights: key finding from prbs 2010 world population data sheet. Popul Bull 65(2)

  6. Brooks J, Gray G, Hoffman A, Lockerd H Lee, Breazeal C (2004) Robot’s play: interactive games with sociable machines. ACM Comput Entertain 2(3):1–18

    Article  Google Scholar 

  7. Cunningham JG, Sterling RS (1988) Developmental change in the understanding of affective meaning in music. Motiv Emot 12:399–413

    Article  Google Scholar 

  8. Ekman P (1992) An argument for basic emotions. Cognit Emot 6(3–4):169–200

    Article  Google Scholar 

  9. Estes C, Henderson K (2003) Enjoyment and the good life. Parks Recreat Mag 38(2):22–31

    Google Scholar 

  10. Feil-Seifer D, Mataric M (2005) Defining socially assistive robotics. In: proceedings of the rehabilitation robotics, 2005. ICORR 2005. 9th international conference, pp 465–468. doi:10.1109/ICORR.2005.1501143

  11. Gajadhar BJ, de Kort YAW, IJsselsteijn WA (2008) Shared fun is doubled fun: player enjoyment as a function of social setting. In: Markopoulos P, de Ruyter B, IJsselsteijn W, Rowland D (eds) Fun and games. Springer, New York, pp 106–117

    Chapter  Google Scholar 

  12. Hoppes S, Hally C, Sewell L (2000) An interest inventory of games for older adults. Phys Occup Ther Geriatr 18(2):71–83

    Article  Google Scholar 

  13. IBM Corporation (2012) IBM SPSS statistics 19 documentation. Retrieved from http://www-01.ibm.com/support/docview.wss?uid=swg27022445

  14. IJsselsteijn W, Poels K, de Kort YAW (2008) The game experience questionnaire: development of a self-report measure to assess player experiences of digital games. TU Eindhoven, Eindhoven

    Google Scholar 

  15. Johnson DO, Cuijpers RH, Juola JF, Torta E, Simonov M, Frisiello A, Beck C (2014) Socially assistive robots: a comprehensive approach to extending independent living. Int J Soc Robot 6(2):195–211

    Article  Google Scholar 

  16. Johnson DO, Cuijpers RH, van der Pol D (2013) Imitating human emotions with artificial facial expressions. Int J Soc Robot 5(4):503–513

    Article  Google Scholar 

  17. Kidd CD, Breazeal C (2008) Robots at home: understanding long-term human–robot interaction. In: Intelligent robots and systems, 2008. IROS 2008. IEEE/RSJ international conference. IEEE, pp 3230–3235

  18. Kozima H, Nakagawa C, Yasuda Y (2005) Interactive robots for communication-care: a case-study in autism therapy. In: Robot and human interactive communication, 2005. ROMAN 2005. IEEE International Workshop. IEEE, pp 341–346

  19. Lee S, Hyungjong N, Jonghoon L, Kyusong L, Gary Geunbae L, Seongdae S, Munsang K (2011) On the effectiveness of robot-assisted language learning. ReCALL 23(01):25–58. doi:10.1017/S0958344010000273

  20. Leite I, Martinho C, Pereira A, Paiva A (2008) iCat: an affective game buddy based on anticipatory mechanisms (short paper). In: Proceedings of the 7th International Conference on Autonomous Agents and Multiagent Systems, Estoril, Portugal, pp 1229–1232

  21. Microsoft (2010) Microsoft Excel 2010 documentation. Retrieved from http://msdn.microsoft.com/de-de/library/office/ee658205%28v=office.14%29.aspx

  22. Motl RW, Dishman RK, Saunders R, Dowda M, Felton G, Pate RR (2001) Measuring enjoyment of physical activity in adolescent girls. Am J Prev Med 21(4):332

    Article  Google Scholar 

  23. Nacke LE (2009) Affective ludology: scientific measurement of user experience in interactive entertainment. (Doctoral dissertation). http://www.bth.se/fou/forskinfo.nsf/Sok/ca7dff01c93318fdc1257646004dfce1/$file/Nacke_diss.pdf

  24. Pineau J, Montemerlo M, Pollack M, Roy N, Thrun S (2003) Towards robotic assistants in nursing homes: challenges and results. Robot Auton Syst 42(3–4):271–281. Retrieved from http://linkinghub.elsevier.com/retrieve/pii/S0921889002003810

  25. Poels K, de Kort YAW, IJsselsteijn WA (2007) “It is always a lot of fun!” Exploring dimensions of digital game experience using focus group methodology. In: Proceedings of futureplay 2007, Toronto, Canada, 14–18 November 2007, pp 83–89

  26. Russell JA (1980) A circumplex model of affect. J Pers Soc Psychol 39(6):1161

    Article  Google Scholar 

  27. Tapus A, Mataric MJ, Scassellati B (2007) The grand challenges in socially assistive robotics. Robot Autom Mag 14(1):1–7. doi:10.1109/MRA.2007.339605

    Article  Google Scholar 

  28. Tapus A, Tapus C, Mataric M (2009) The role of physical embodiment of a therapist robot for individuals with cognitive impairments. In: Robot and human interactive communication, 2009. RO-MAN 2009. The 18th IEEE international symposium. IEEE, pp 103–107

  29. van de Ven AAJ (2011) Modeling the world by minimizing relative entropy. American Institute of Physics conference proceedings, vol 1443, Waterloo, Ontario, Canada, 9–16 July 2011, pp 80–87

  30. Wada K, Shibata T (2007) Living with seal robots x2014. Its sociopsychological and physiological influences on the elderly at a care house. IEEE Trans Robot 23(5):972–980. doi:10.1109/TRO.2007.906261

    Article  Google Scholar 

  31. Watson D, Clark LA, Tellegen A (1988) Development and validation of brief measures of positive and negative affect: The PANAS scales. J Pers Soc Psychol 47:1063–1070

    Article  Google Scholar 

  32. Wesson C, Pulford BD (2009) Verbal expressions of confidence and doubt. Psychol Rep 105:151–160

    Article  Google Scholar 

Download references

Acknowledgments

The KSERA project (http://www.ksera-project.eu) received funding from the European Commission under the 7th Framework Programme (FP7) for Research and Technological Development under grant agreement n2010-248085.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to David O. Johnson.

Appendices

Appendix 1: Behavioral Patterns

See Table 5.

Table 5 Overview of all behavioral patterns expressed by the robot during the Curiosity Block

Overview of all behavioral patterns expressed by the robot during the Random Block.

The behavioral patterns shown during the random block are identical with those used in the curiosity block. However, when the robot makes a guess its confidence level (0–4) is chosen randomly and when the robot receives feedback its surprise level (0–2) and valence (positive/negative) is chosen randomly as well.

See Table 6.

Table 6 Overview of all behavioral patterns expressed by the robot during the Neutral Block

Appendix 2: Positive and Negative Affect Scale (PANAS)

This scale consists of a number of words that describe different feelings and emotions. Read each item and then indicate on the scale below to what extent you feel this way right now, that is, at the present moment.

figure a

Appendix 3: Game Experience Questionnaire (GEQ)

Please indicate on the scale below how you felt while playing the game.

Please only think about the last round of Mastermind you have been playing (and not the rounds you played earlier during this experiment).

figure b
figure c

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Johnson, D.O., Cuijpers, R.H., Pollmann, K. et al. Exploring the Entertainment Value of Playing Games with a Humanoid Robot. Int J of Soc Robotics 8, 247–269 (2016). https://doi.org/10.1007/s12369-015-0331-x

Download citation

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s12369-015-0331-x

Keywords

Navigation