Abstract
This paper describes an interactive software environment designed as a social interaction simulator with embedded comprehensive recording and flexible assessment facilities. Using schematized visual sketches similar to cross-cultural facial universals (Ekman, 1999), Mimics (Shmelyov & Aidman, 1997) employs a computer-game-like scenario that requires the subject to identify with anavatar and navigate it through a playing field inhabited byhosts who display a range of facial expressions. From these expressions (which are highly consequential), the player has to anticipate the hosts’ reactions to the avatar (which may vary from friendly to obstructing or aggressive) and choose between negotiating with a host (by altering the avatar’s facial expression), attacking it, or searching for an escape route. Comprehensive recording of player moves and interactions has enabled computation of several finegrained indices of interactive behavior, such as aggressive response styles, efficiency, and motivation in conflict/cooperation contexts. Initial validation data and potential applications of the method in the assessment of personality and social behavior are discussed.
Article PDF
Similar content being viewed by others
Avoid common mistakes on your manuscript.
References
Aidman, E. V. (1999).Mimics: Administration and interpretationmanual. Melbourne: InterMind.
Aidman, E. V. (2000, July).Computerised interaction simulation in the assessment of aggression-related response style and dispositions. Paper presented at the XIV World Meeting of the International Society for Research on Aggression, “Prevention and Control of Aggression and the Impact on its Victims,” Valencia, Spain.
Allan, R. W. (1995). The matching game: Testing for the generality of the matching law.Behavior Research Methods, Instruments, & Computers,27, 206–210.
Björkqvist, K., Lagerspetz, K. M. J., &Österman, K. (1992).The direct and indirect aggression scales. Åbo, Finland: Åbo Akademi University, Department of Social Sciences.
Buss, A. H., &Perry, M. (1992). The aggression questionnaire.Journal of Personality and Social Psychology,63, 452–459.
Case, D. A. (1995). On trekking to operant frontiers.Behavior Research Methods, Instruments, & Computers,27, 211–216.
Chiles, W. D. (1982). Workload, task and situational factors as modifiers of complex human behavior. In E. A. Alluisi & E. A. Fleishman (Eds.),Human performance and productivity: Vol. 3. Stress and performance effectiveness (pp. 11–56). Hillsdale, NJ: Erlbaum.
Donchin, E. (1995). Video games as research tools: The Space Fortress game.Behavior Research Methods, Instruments, & Computers,27, 217–223.
Ekman, P. (1992). Facial expressions of emotion: An old controversy and new findings. In V. Bruce & A. Cowey (Eds.),Processing the facial image (pp. 63–69). Oxford: Oxford University Press, Clarendon Press.
Ekman, P. (1999). Facial expressions. In T. Dalgleish & M. J. Power (Eds.),Handbook of cognition and emotion (pp. 301–320). Chichester, U.K.: Wiley.
Fernandez-Ballesteros, R. (1994). Psychological assessment.Applied Psychology: An International Review,43, 157–175.
Fischetti, M. A., &Truxal, C. (1985). Computers simulating “the right stuff.”IEEE Spectrum,22, 38–47.
Gonzalez, F. A., &Cathcart, M. (1995). A procedure for studying strategy development in humans.Behavior Research Methods, Instruments, & Computers,27, 224–228.
Graham, G., Cook, M., Cohen, M., Phelps, M., &Gerkovich, M. (1985). STAR: A unique embedded performance assessment technique.Behavior Research Methods, Instruments, & Computers,17, 642–651.
Heiss, R. (Ed.) (1964).Handbuch der Psychologie: Psychologische Diagnostik. Göttingen: Verlag für Psychologie.
Kihlstrom, J. F. (1994). Cognition unawares.Science,264, 1013–1016.
Luce, R. D., &Raiffa, H. (1957).Games and decisions. New York: Wiley.
Pizzorno, A. (1991). On the individualistic theory of social order. In P. Bourdieu & J. S. Coleman (Eds.),Social theory for a changing society (pp. 209–244). New York: Russell Sage Foundation.
Porter, D.B. (1995). Computer games: Paradigms of opportunity.Behavior Research Methods, Instruments, & Computers,27, 229–234.
Reber, A. S. (1989). Implicit learning and tacit knowledge.Journal of Experimental Psychology: General,118, 219–235.
Ryan, E. B. (1994). Memory for Goblins: A computer game for assessing and training working memory skill.Computers in Human Services,11, 213–217.
Shmelyov, A., &Aidman, E. (1997).MIMICS: Interaction simulator and social skills game [Computer software], Melbourne: InterMind.
Siem, F. M. (1992). Predictive validity of an automated personality inventory for Air Force pilot selection.Internationaljournal of Aviation Psychology,2, 261–270.
Stadler, M. A.,&Frensch, P. A. (Eds.) (1998).Handbook of implicit learning. Thousand Oaks, CA: Sage.
Sternberg, R. J. (1997).Successful intelligence. New York: Plume.
Washburn, D. A., &Gulledge, J. P. (1995). Game-like tasks for comparative research: Leveling the playing field.Behavior Research Methods, Instruments, & Computers,27, 235–238.
Author information
Authors and Affiliations
Corresponding author
Additional information
The development of this software was supported by Human Technologies (Moscow) and InterMind Consulting (Melbourne).
Rights and permissions
About this article
Cite this article
Aidman, E.V., Shmelyov, A.G. Mimics: A symbolic conflict/cooperation simulation program, with embedded protocol recording and automatic psychometric assessment. Behavior Research Methods, Instruments, & Computers 34, 83–89 (2002). https://doi.org/10.3758/BF03195426
Received:
Accepted:
Issue Date:
DOI: https://doi.org/10.3758/BF03195426