Laughter During Cooperative and Competitive Games
This exploratory study investigates the extent to which social context influences the frequency of laughter. In a within-subjects design, dyads of strangers played two simple laughter-inducing games in a cooperative and competitive setting, ostensibly to earn money individually and as a team. We examined the frequency of laughs produced in both settings. The analysis revealed that, the effects of cooperative versus competitive framing interacted with the game. Specifically, when playing a general knowledge quiz, participants tended to laugh more in the cooperative than in the competitive setting. However, the opposite was true when participants were asked to find a specific number of poker chips under time pressure. During this task participants laughed more in a competitive than in the cooperative setting. Further analyses revealed that familiarity with the task affected the amount of laughter differently for each of the two tasks. Playing the second round of the poker chips task was associated with a significant decreases in laughter frequency compared to the first round. This effect was less marked for the general knowledge quiz, where increased familiarity with the task in the second round led to more laughs in the cooperative, but not competitive setting. Together, the results highlight the flexibility of laughter as an interaction signal and illustrate the challenges of studying laughter in naturalistic settings.
Code (0)
등록된 구현이 없습니다.
Tasks
General KnowledgeSimilar Papers 제목 키워드 기반
Independent Natural Policy Gradient Always Converges in Markov Potential Games
Multi-agent reinforcement learning has been successfully applied to fully-cooperative and fully-competitive environments, but little is currently known about mixed cooperative/competitive environments. In this paper, we …
Multi-agent Reinforcement LearningMastering Zero-Shot Interactions in Cooperative and Competitive Simultaneous Games
The combination of self-play and planning has achieved great successes in sequential games, for instance in Chess and Go. However, adapting algorithms such as AlphaZero to simultaneous games poses a new challenge. In the…
Prosodic entrainment in dialog acts
We examined prosodic entrainment in spoken dialogs separately for several dialog acts in cooperative and competitive games. Entrainment was measured for intonation features derived from a superpositional intonation styli…
RhythmIntroducing MULAI: A Multimodal Database of Laughter during Dyadic Interactions
Although laughter has gained considerable interest from a diversity of research areas, there still is a need for laughter specific databases. We present the Multimodal Laughter during Interaction (MULAI) database to stud…
DiversityYou Make Me Laugh! Friends, Strangers and Neurodiversity
Background: Laughter is normally viewed as a spontaneous emotional expression of positive internal states; however, it more often serves as an intentional communicative tool, such as showing politeness, agreement and aff…