Social games like the prisoner's dilemma are often used to develop models of the role of emotion in social decision-making. Here we examine an understudied aspect of emotion in such games: how an individual's feelings are shaped by their partner's expressions. Prior research has tended to focus on other aspects of emotion. Research on felt-emotion has focused on how an individual's feelings shape how they treat their partner, or whether these feelings are authentically expressed. Research on expressed-emotion has focused on how an individual's decisions are shaped by their partner's expressions, without regard for whether these expressions actually evoke feelings. Here, we use computer-generated characters to examine how an individual's moment-to-moment feelings are shaped by (1) how they are treated by their partner and (2) what their partner expresses during this treatment. Surprisingly, we find that partner expressions are far more important than actions in determining self-reported feelings. In other words, our partner can behave in a selfish and exploitive way, but if they show a collaborative pattern of expressions, we will feel greater pleasure collaborating with them. These results also emphasize the importance of context in determining how someone will feel in response to an expression (i.e., knowing a partner is happy is insufficient; we must know what they are happy-at). We discuss the implications of this work for cognitive-system design, emotion theory, and methodological practice in affective computing.
翻译:囚犯的进退两难的社会游戏往往被用来发展情感在社会决策中作用的模型。 在这里, 我们检查了这种游戏中情绪的一个研究不足的方面: 一个人的感受是如何被其伴侣的表情所塑造的。 先前的研究倾向于侧重于情感的其他方面。 有关感觉- 情绪的研究侧重于一个人的情感如何塑造他们对待伴侣的方式, 或这些情感是否真实地表达。 有关表达- 情绪的研究侧重于一个人的决定是如何被其伴侣的表情所塑造的, 而不考虑这些表情是否真正引起感情。 在这里, 我们使用计算机生成的字符来检查一个人的瞬间情感是如何被其伴侣的表情所塑造的。 先前的研究倾向于侧重于情感的其他方面。 令人惊讶的是, 我们发现伴侣的表情比确定自我报告情感的行动要重要得多。 换句话说, 我们的伴侣可以以自私和剥削的方式行事, 但是如果他们表现出一种合作的表情模式, 我们就会感到更快乐的合作。 这些结果也会强调一个人的瞬间感觉, 在确定伙伴的策略上, 我们如何理解一个幸福的理论影响, 我们如何看待一个正确的思维, 我们如何理解一个方法的理论, 必须要有什么样的思考。