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cs.HC updates on arXiv.org

Quantitative Movement Testing: Measuring Patient Movements from a Single Smartphone Video Vision-Language Models Suppress Female Representations Under Ambiguous Input The New Social Image: How AI Competency and AI Proactivity Influence Self- and Peer-Perceptions in the Workplace TUX: Measuring Human--AI Tacit Understanding LLUMI: Improving LLM Writing Assistance for Mental Health Support with Online Community Feedback VideoFDB: Evaluating Full-Duplex Vision-Speech Capabilities in Conversational Agents Label Over Logic? How Source Cues Bias Human Fallacy Judgments More Than LLMs Inform, Coach, Relate, Listen: Auditing LLM Caregiving Support Roles How Coding Agents Fail Their Users: A Large-Scale Analysis of Developer-Agent Misalignment in 20,574 Real-World Sessions MetaRanker: Human-in-the-loop Active Ranking for Metalens Image Quality Analyzing Persona Effects in Generated Explanations from Multimodal LLM Agents in Urban Perception First head-to-head comparison of agentic AI applied to the analysis of simulated data of the Einstein Telescope Granuscore: A Reference-Free Measure of Granularity for Text Analysis and Question Answering The Timing Dependencies of Trust: Speed, Accuracy, and cBCI Neuro-Decoupling in Human-AI Teams Bayesian Distributional Models of Executive Functioning Visual Matters: Connecting Aesthetic Appeal and Production Quality of Photos, Infographics and Data Visualizations to Credibility of Social Media Posts Data-driven Head Motion Generation through Natural Gaze-Head Coordination Agreement Metrics for LLM-as-Judge Evaluation: What to Report and Why Perceptually Lossless Tactile Texture Synthesis with Compact Spectral Envelope Models MambaGaze: Bidirectional Mamba with Explicit Missing Data Modeling for Cognitive Load Assessment from Eye-Gaze Tracking Data CogAdapt: Transferring Clinical ECG Foundation Models to Wearable Cognitive Load Assessment via Lead Adaptation Augmented Analytics and Decision Quality: The Role of Trust among Non-Technical BI Users Faster Completion, Less Learning: Generative AI Reduced Study Time on Math Problems and the Knowledge They Build PaintCopilot: Modeling Painting as Autonomous Artistic Continuation Personality Engineering with AI Agents: A New Methodology for Negotiation Research PULSE: Agentic Investigation with Passive Sensing for Proactive Intervention in Cancer Survivorship Access Timing as Scaffolding: A Reinforcement Learning Approach to GenAI in Education Conversations in Space: Structuring Non-Linear LLM Interactions on a Canvas MAPLE: Self-Supervised Learning-Enhanced Nonlinear Dimensionality Reduction for Visual Analysis nASR: An End-to-End Trainable Neural Layer for Channel-Level EEG Artifact Subspace Reconstruction in Real-Time BCI
Needs, Passions and Loot Boxes -- Exploring Reasons for P...
Dylan Mercury Cooper · 2023-07-10 · via cs.HC updates on arXiv.org

Research on the convergence of gaming and gambling has been around since the 1990s. The emergence of loot boxes in video games in the mid 2010s, a game mechanic with a chance-based outcome that shares structural and psychological similarities to gambling, caused public controversy and lead to the inception of a new field of study, loot box research. Since then, various studies have found a relationship between loot box engagement and problem gambling as well as problem gaming. Due to the cross-sectional nature of this data, however, inferences about causality are limited. While loot box research has extensively investigated the relationship between loot box engagement and problem behaviour, little research has been done to explain the underlying motivations of players that drive them to interact with loot boxes. The goal of this thesis is to provide possible explanations for the relationship between loot box engagement and problem gamblers or problem gamers. In doing so, it draws upon two prominent psychological theories. Self-Determination Theory and the Dualistic Model of Passion. Self-Determination Theory's concept of psychological needs and their satisfaction or frustration is hereby used to explain the development of harmonious or obsessive passions, which are introduced in the Dualistic Model of Passion. These obsessive passions have been shown to be possible antecedents of behavioural addictions, such as problem gambling or problem gaming. Thus, the interplay between needs, passions and loot box opening could elucidate the aforementioned correlations between loot box engagement and problem behaviour. However, further research, especially utilising longitudinal data, is needed to better understand these processes.