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Game On: Pioneering Human-Machine Teaming Research in Online Gaming Arenas

  • Zachary Klinefelter
  • , Myke C. Cohen
  • , Adam Fouse
  • , Nancy Cooke
  • , Lixiao Huang
  • , Aaron Teo

Research output: Contribution to journal › Conference article › peer-review

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 languageEnglish (US)
Pages (from-to)1526-1530
Number of pages5
JournalProceedings of the Human Factors and Ergonomics Society
Volume68
Issue number1
DOIs
StatePublished - 2024
Event68th 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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