The research on socially shared cognition in Network RPG
Project/Area Number |
15530412
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Single-year Grants |
Section | 一般 |
Research Field |
Social psychology
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Research Institution | Kyoto Gakuen University |
Principal Investigator |
ARIMA Yoshiko Kyoto Gakuen University, Human Cultural Studies, Assistant Professor, 人間文化学部, 助教授 (40175998)
|
Co-Investigator(Kenkyū-buntansha) |
YUKIBIRO Ryoji Kyoto Gakuen University, Human Cultural Studies, Assistant Professor, 人間文化学部, 助教授 (60240628)
KAKIMOTO Toshikatsu Gunma University, Social and Information Studies, Assistant Professor, 社会情報学部, 助教授 (70269257)
|
Project Period (FY) |
2003 – 2004
|
Project Status |
Completed (Fiscal Year 2004)
|
Budget Amount *help |
¥1,800,000 (Direct Cost: ¥1,800,000)
Fiscal Year 2004: ¥700,000 (Direct Cost: ¥700,000)
Fiscal Year 2003: ¥1,100,000 (Direct Cost: ¥1,100,000)
|
Keywords | Socially shared cognition / Group process / CMC / Network RPG / Mock jury |
Research Abstract |
The purpose of this research was to examine the formation process of shared represen tation taking advantage of the feature of Network RPG. In the experiment study, we ex amined the effect of the initial distribution of information and its shared process on the performance of group problem solving task. In this experiment, both visual and convers ational interaction was analyzed. The 108 university students participated. The goal of t he game was to escape from the maze in the 45 minutes. Each participant had the diff erent information and found information through the game. The protocol recorded by th e chat log, and the behavior in the game was recorded by the motion capture. After the game, the participants were asked to fill the questionnaire. Results showed that the to ams were rather effective when they were spread over the game field. Although he am punt of chat interaction decreased if a scene of each member was not shared, the coop erative interaction in actions was possible even if there is no protocol. However, the m ost effective team drew unshared information earlier in the play. The effective teams a Iso shared the meta-cognition of their role structure. Moreover, mock jury experiments by CMC were conducted. The design of experiment is 2 X 2 x 2. - Evidence (guilty or i nnocence) X Amount o shared information (high or low) x Discussion process (verdict ini tiative or evidence initiative). The 48 university students participated. As a result, the members who had unshared information consistent with their schema of evidence led di scussion as well as the members who had shared information inconsistent with their se hema.
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Report
(3 results)
Research Products
(17 results)