POIROT: Investigating Direct Tangible vs. Digitally Mediated Interaction and Attitude Moderation in Multi-party Murder Mystery Games

📅 2026-03-09
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🤖 AI Summary
This study investigates how interaction modality—physical versus digital mediation—affects narrative immersion in multiplayer murder mystery games, and how users’ preexisting negative attitudes toward robots moderate this effect. Employing a robotic game host that delivers clues through both modalities, the research integrates a custom robot system with multivariate analysis of variance (MANOVA) and multilevel linear modeling (MLM), complemented by qualitative interviews. Results reveal that physical interaction is not universally superior: participants with high negative attitudes toward robots exhibited significantly reduced immersion in the physical condition, whereas the digital interface provided a social buffer for anxious users, enhancing interaction inclusivity. These findings underscore a critical mechanism in human–robot interaction design—namely, the necessity of aligning interaction modalities with users’ psychological predispositions.

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📝 Abstract
As social robots take on increasingly complex roles like game masters (GMs) in multi-party games, the expectation that physicality universally enhances user experience remains debated. This study challenges the "one-size-fits-all" view of tangible interaction by identifying a critical boundary condition: users' Negative Attitudes towards Robots (NARS). In a between-subjects experiment (N = 67), a custom-built robot GM facilitated a multi-party murder mystery game (MMG) by delivering clues either through direct tangible interaction or a digitally mediated interface. Baseline multivariate analysis (MANOVA) showed no significant main effect of delivery modality, confirming that tangibility alone does not guarantee superior engagement. However, primary analysis using multilevel linear models (MLM) revealed a reliable moderation: participants high in NARS experienced markedly lower narrative immersion under tangible delivery, whereas those with low NARS scores showed no such decrement. Qualitative findings further illuminate this divergence: tangibility provides novelty and engagement for some but imposes excessive proxemic friction for anxious users, for whom the digital interface acts as a protective social buffer. These results advance a conditional model of HRI and emphasize the necessity for adaptive systems that can tailor interaction modalities to user predispositions.
Problem

Research questions and friction points this paper is trying to address.

tangible interaction
digital mediation
Negative Attitudes towards Robots
narrative immersion
human-robot interaction
Innovation

Methods, ideas, or system contributions that make the work stand out.

tangible interaction
Negative Attitudes toward Robots (NARS)
moderation effect
adaptive HRI
social buffering
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