POIROT: Investigating Direct Tangible vs. Digitally Mediated Interaction and Attitude Moderation in Multi-party Murder Mystery Games
Wen Chen, Rongxi Chen, Shankai Chen, Huiyang Gong, Minghui Guo, Yingri Xu, Xintong Wu, Xinyi Fu

TL;DR
This study examines how physical versus digital interaction modes in multi-party murder mystery games affect user engagement, revealing that negative attitudes towards robots moderate the effectiveness of tangible interfaces.
Contribution
It introduces a conditional model of human-robot interaction, showing that user attitudes influence the impact of tangible versus digital interfaces in social gaming contexts.
Findings
Tangibility does not universally enhance engagement.
Negative attitudes towards robots reduce immersion with tangible interfaces.
Digital interfaces serve as social buffers for anxious users.
Abstract
As social robots take on increasingly complex roles like game masters (GMs) in multi-party games, the expectation that physicality universally enhances user experience remains debated. This study challenges the "one-size-fits-all" view of tangible interaction by identifying a critical boundary condition: users' Negative Attitudes towards Robots (NARS). In a between-subjects experiment (N = 67), a custom-built robot GM facilitated a multi-party murder mystery game (MMG) by delivering clues either through direct tangible interaction or a digitally mediated interface. Baseline multivariate analysis (MANOVA) showed no significant main effect of delivery modality, confirming that tangibility alone does not guarantee superior engagement. However, primary analysis using multilevel linear models (MLM) revealed a reliable moderation: participants high in NARS experienced markedly lower narrative…
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Taxonomy
TopicsSocial Robot Interaction and HRI · AI in Service Interactions · Virtual Reality Applications and Impacts
