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

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.

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Publication Details

Journal
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Published
2024-08-29
DOI
https://doi.org/10.1177/10711813241275089
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

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

Nancy J. Cooke, Zachary Klinefelter, Myke C. Cohen, Lixiao Huang et al.
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Educational Games and Gamification
article

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

Nancy J. Cooke, Zachary Klinefelter, Myke C. Cohen, Lixiao Huang, Adam Fouse, Aaron Teo
article en

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.

Proceedings of the Human Factors and Ergonomics Society Annual MeetingVol. 68(1)
Aptima (United States) (US), Arizona State University (US)
Openalex Percentile: Top 82%
Educational Games and Gamification
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