Game-Based Trust

  • Sebastian Matyas
  • Daishi Kato
  • Takao Shime
  • Kazuo Kunieda
  • Keiji Yamada
Conference paper

DOI: 10.1007/978-3-642-33542-6_18

Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)
Cite this paper as:
Matyas S., Kato D., Shime T., Kunieda K., Yamada K. (2012) Game-Based Trust. In: Herrlich M., Malaka R., Masuch M. (eds) Entertainment Computing - ICEC 2012. ICEC 2012. Lecture Notes in Computer Science, vol 7522. Springer, Berlin, Heidelberg

Abstract

Trust stands at the beginning of every meaningful interaction between members of any kind of community – be it in the real world or in a virtual one. But how could an application look like that helps to create or even foster the interpersonal trust of its users? We developed a game – Kokochi – with the goal to positively affect the interpersonal trust level of its players. We evaluated Kokochi in two case studies and compared the results with a control group that didn´t play the game. We could show that playing the game – featuring three unique game elements to enhance trust: disclosure of personal information (emotional statements), collaborations (face-to-face) and showing goodwill towards other players (virtual hugging) – resulted in an (significant) higher interpersonal trust level of the subjects after the game than they had before.

Keywords

Emotion Trust Location-based gaming Collaboration 

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Sebastian Matyas
    • 1
    • 2
  • Daishi Kato
    • 2
  • Takao Shime
    • 2
  • Kazuo Kunieda
    • 3
  • Keiji Yamada
    • 2
  1. 1.Japanese Society for the Promotion of Science FellowJapan
  2. 2.NEC C&C Innovation InitiativeJapan
  3. 3.NEC Capital Solutions LimitedIkomaJapan

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