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Empathy and Schadenfreude in Human–Robot Teams Cover

Empathy and Schadenfreude in Human–Robot Teams

Open Access
|Aug 2021

Figures & Tables

Table 1

Study overview of the four experiments.

EXPERIMENTGOALHYPOTHESESSUPPORTEDPARTICIPANTSAGENTSLEVEL
Validation (Experiment 1)Validate whether people’s feelings are altered based on the result of the game and the focus (self/other) of the question during our competitive game1.Participants would feel better when they won the game as opposed to when the other player wonYesN = 81HumanInterpersonal
2.Participants would feel worse after they themselves lost as opposed to when the other player lostYes
3.Participants would feel better when the other player than themselves lostYes
Experiment 2Verify if intergroup biases would emerge in human-human teams during our competitive game1.Participants would feel relatively more empathy towards ingroup team members than to outgroup membersYesN = 37HumanIntergroup
2.Participants would feel more schadenfreude towards the opponents who lost than towards team members who lost.Yes
Experiment 3Investigate whether individuals show intergroup biases towards robots in human-robot teams1.See experiment 2 – H1YesN = 87Human & robot (Cozmo)Intergroup
2.See experiment 2 – H2Yes
3.More salient intergroup empathy and schadenfreude biases when comparing ingroup and outgroup human players than when comparing the ingroup and outgroup Cozmo robotsNo
Experiment 4Test if findings generalize across robots who differ in human likeness.1.See experiment 2 – H1YesN = 93Human & robot (NAO)Intergroup
2.See experiment 2 – H2Yes
3.Increasing tendency to have intergroup biases from the least human-like agent (Cozmo) to a more human-like robot (NAO) and finally the human agent.No
joc-4-1-177-g1.png
Figure 1

Competitive reaction time game. Participants were arbitrarily paired with either a human (Experiment 2), mechanoid Cozmo robot (Experiment 3), or a humanoid Nao robot (Experiment 4) while playing against a similar team in a competitive reaction time game. The game outcome was determined by the average reaction time to the targets per team. The fastest team to respond to the targets won a round and gained five points, while the other team lost two points. We measured participant’s trial-by-trial emotional fluctuations at the level of each player (self, their team member and opponents) for every game outcome (win or lose) while taking into account interpersonal factors (team identification, blame for the result, and score difference). Participant completed two scales that probed trial-by-trial fluctuations in positive affect (feeling good) and negative affect (feeling bad). In Experiment 3 and 4, teams were shuffled every 10 rounds resulting in teams of all possible combinations.

joc-4-1-177-g2.png
Figure 2

Trial-by-trial ratings of positive and negative reactions to every game outcome for each player. A self-other bias was observed when participants played the competitive reaction time game against one player (A). Participants not only felt better when they won and worse when they lost, but also schadenfreude, they felt better when the other player lost a round. A robust empathy and schadenfreude bias driven by team membership was observed (B and C). Participants felt better when ingroup members won and worse when ingroup members lost (empathy), and felt better when outgroup members lost (schadenfreude). These intergroup schadenfreude and empathy biases were observed when participants formed a team with humans (B) and humanoid (NAO) and mechanoid robots (Cozmo) (C). Data is calculated relative to the self for C. The dots represent the raw data and the beans the density of the responses. The black bar shows the mean with the white rectangle showing the 95% confidence interval.

joc-4-1-177-g3.png
Figure 3

Team identification consistently increased the intergroup schadenfreude bias. People who identified more with their team compared to the opponent team (difid) felt more schadenfreude, feeling good when the other team lost. This effect was observed for both human–human (A) and human–robot teams (B–C). The points represent the raw data with the linear regression lines of the fitted models with 95% confidence interval around the lines.

Table 2

Trial-by-trial ratings of positive and negative reactions to every game outcome in Experiment 3.

FEELING GOODFEELING BAD
WINLOSEWINLOSE
Ingroup
    Human0.01 [–0.01, 0.03]0.04 [0.02, 0.06]–0.02 [–0.04, 0.00]–0.04 [–0.07, –0.01]
    Robot–0.00 [–0.02, 0.02]0.06 [0.04, 0.08]0.01 [–0.00, 0.03]–0.05 [–0.08, –0.03]
Outgroup
    Human–0.38 [–0.44, –0.33]0.35 [0.29, 0.41]0.35 [0.30, 0.40]–0.34 [–0.40, –0.28]
    Robot–0.38 [–0.44, –0.33]0.34 [0.28, 0.40]0.35 [0.29, 0.40]–0.35 [–0.41, –0.29]

[i] Mean values with 95% confidence intervals are shown.

Table 3

Trial-by-trial ratings of positive and negative reactions to every game outcome in Experiment 4.

FEELING GOODFEELING BAD
WINLOSEWINLOSE
Ingroup
    Human–0.00 [–0.02, 0.02]0.01 [–0.00, 0.03]–0.00 [–0.02, 0.02]–0.02 [–0.04, 0.01]
    Robot0.02 [–0.04, –0.00]0.06 [0.04, 0.08]0.03 [0.01, 0.04]–0.02 [–0.04, –0.00]
Outgroup
    Human–0.46 [–0.51, –0.40]0.42 [0.36, 0.48]0.40 [0.35, 0.46]–0.45 [–0.45, –0.32]
    Robot–0.48 [–0.53, –0.43]0.42 [0.36, 0.48]0.41 [0.36, 0.47]–0.39 [–0.45, –0.33]

[i] Mean values with 95% confidence intervals are shown.

DOI: https://doi.org/10.5334/joc.177 | Journal eISSN: 2514-4820
Language: English
Submitted on: Nov 30, 2020
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Accepted on: Jun 30, 2021
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Published on: Aug 5, 2021
Published by: Ubiquity Press
In partnership with: Paradigm Publishing Services
Publication frequency: 1 issue per year

© 2021 Dorina de Jong, Ruud Hortensius, Te-Yi Hsieh, Emily S. Cross, published by Ubiquity Press
This work is licensed under the Creative Commons Attribution 4.0 License.