Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves. With current advancements and transformations of technology and society, text-based communication has become ordinary and often even surpasses natural voice conversations -- with distinct challenges and opportunities. In this exploratory work, we investigate the impact of personality on the tendency how players of a team-based collaborative alternate reality game express themselves affectively. We collected chat logs from eleven players over two weeks, labeled them according to their affective state, and assessed the connection between them and the five-factor personality domains and facets. After applying multi-linear regression, we found a series of reasonable correlations between (combinations of) personality variables and expressed affect -- as increased confusion could be predicted by lower self-competence (C1), personal annoyance by vulnerability to stress (N6) and expressing anger occured more often in players that are prone to anxiety (N1), less humble and modest (A5), think less carefully before they act (C6) and have higher neuroticism (N). Expanding the data set, sample size and input modalities in subsequent work, we aim to confirm these findings and reveal even more interesting connections that could inform affective computing and games user research equally.
翻译:人格的个体差异决定了我们的偏好、特质和价值观,这同样应适用于我们表达自我的方式。随着当前技术与社会的进步与变革,基于文本的交流已变得普遍,甚至常常超越自然语音对话——带来了独特的挑战与机遇。在这项探索性研究中,我们考察了人格对团队协作型交替现实游戏玩家情感表达倾向的影响。我们收集了11名玩家两周内的聊天记录,根据其情感状态进行标注,并评估了这些状态与五因素人格维度及子维度之间的关联。应用多元线性回归后,我们发现人格变量(及其组合)与表达情感之间存在一系列合理相关性——例如,较低的自我胜任力(C1)可预测困惑感增强,压力脆弱性(N1)可预测个人烦恼,而愤怒情绪在易焦虑(N1)、谦逊性较低(A5)、行动前思考较少(C6)及神经质较高(N)的玩家中更常出现。在后续研究中扩大数据集、样本量和输入模态,我们旨在验证这些发现,并揭示更多有趣的关联,这些关联将同等促进情感计算与游戏用户研究领域的发展。