M. Kurosu (Ed.): Human-Computer Interaction, Part II, HCII 2013, LNCS 8005, pp. 266–275, 2013.
© Springer-Verlag Berlin Heidelberg 2013
A Cross-Cultural Study of Playing Simple Economic
Games Online with Humans and Virtual Humans
Elnaz Nouri and David Traum
{nouri,traum}@ict.usc.edu
Abstract. We compare the simple online economic interactions between a
human and a multimodal communication agent (virtual human) to the findings
of similar simple interactions with other humans and those that were run in the
laboratory. We developed protocols and dialogue capabilities to support the
multi modal agent in playing two well-studied economic games (Ultimatum
Game, Dictator Game). We analyze the interactions based on the outcome and
self-reported values of possible factors involved in the decision making. We
compare these parameters across two games, and the two cultures of US and
India. Our results show that humans’ interaction with a virtual human is similar
to when they are playing with another human and the majority of the people
choose to allocate about half of the stakes to the virtual human, just as they
would with another human. There are, however, some significant differences
between offer distributions and value reports for different conditions (game,
opponent, and culture of participant).
Keywords: Culture, Values, Decision Making, Virtual Human, Economic
Games, Communicative Agents.
1 Introduction
In this paper we present a cross-cultural study of online negotiation in simple
economic games, where participants play opposite either a virtual human or someone
from their own culture. Economic models of rational behavior typically assume that
people try to maximize their own profit in such games[15]. However, in social
settings, including these games, previous research has found that people from most
cultures take other factors into account as well, such as relative gain (cast as
competition or fairness), gain of the other, and joint gain[17]. Online interaction
represents an intermediate point between normal social interaction, and individual
performance[6]. The participants are alone, acting on a computer interface, however,
the situation is still posed as a social interaction: playing with either another person
from their culture, or with a virtual human: an animated character who engages in
spoken dialogue and non-verbal communicative behavior. We are interested in
whether people playing under these conditions act similarly to those playing face in
laboratory settings and with other humans. We are looking at both the game play and
participants’ self-report of what values they are concerned with when making moves.