Presentation information

Organized Session

Organized Session » OS-26

[4I1-OS-26a] ゲームを題材とした高度コミュニケーション(1/2)

Fri. Jun 17, 2022 10:00 AM - 11:40 AM Room I (Room I)

オーガナイザ:棟方 渚(京都産業大学)[現地]、伊藤 毅志(電気通信大学)、大澤 博隆(筑波大学)、片上 大輔(東京工芸大学)、松原 仁(東京大学)

10:40 AM - 11:00 AM

[4I1-OS-26a-03] Extraction of Highlights Based on the Game Experience of Werewolf Players Using Electrodermal Activity

〇Sho Mitarai1, Nagisa Munekata1 (1. Kyoto Sangyo University)

Keywords:werewolf game, electrodermal activity

A werewolf game is a natural language communication game in which players are divided into two teams, the villagers and the werewolves, and the werewolves are found among the players through discussions held within a set time period. Due to the nature of the game, it requires complex communication such as "deception," "detecting lies," "cooperation," "persuasion and persuasion. To clarify the game characteristics of werewolf games, analyses have been conducted based on the game play data and the players' speech information. On the other hand, due to the characteristics of werewolf games, players hide their thoughts and information from other players, and it is difficult to understand players' thoughts only with information available from outside such as speech information. Therefore, in this study, we tried to analyze the internal state of werewolf players by focusing on electrodermal activity, which is an index of arousal. In this study, we measured and analyzed the electrodermal activity of players playing a five-player werewolf game, and tried to extract highlights to investigate which scenes showed significant changes in their arousal and their tendencies based on their game experiences.

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