Abstract
This manuscript explores the use of online gaming environments to enhance human-machine teaming (HMT) research. Traditional HMT studies often struggle with participant recruitment, engagement, and ecological validity. Leveraging platforms like Minecraft, we discuss the integration of gamification to boost engagement and retention, simulate complex team dynamics, and expand recruitment reach. A case study within DARPA’s ASIST program demonstrated successful participant recruitment and data collection using competitive gaming elements and other incentives. The findings highlight the potential of online games for robust HMT research, suggesting future studies to explore scalability, transferability of results, and the balance of intrinsic and extrinsic motivators for optimal engagement.
| Original language | English (US) |
|---|---|
| Pages (from-to) | 1526-1530 |
| Number of pages | 5 |
| Journal | Proceedings of the Human Factors and Ergonomics Society |
| Volume | 68 |
| Issue number | 1 |
| DOIs | |
| State | Published - 2024 |
| Event | 68th International Annual Meeting of the Human Factors and Ergonomics Society, HFES 2024 - Phoenix, United States Duration: Sep 9 2024 → Sep 13 2024 |
Keywords
- gamification
- human-machine teaming
- online gaming
- participant recruitment and engagement
ASJC Scopus subject areas
- Human Factors and Ergonomics
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