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Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft kinect

Publication ,  Conference
Weng, M; Wall, CA; Kim, ES; Whitaker, L; Perlmutter, M; Wang, Q; Lebowitz, ER; Shic, F
Published in: 2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015
December 2, 2015

Emotional intelligence has been positively associated with social competence. In addition, attentional responses to emotional information have been associated with psychological characteristics related to mental health. In this study, we used the Microsoft Kinect platform as a tool to examine relationships between responses to emotional information in a gameplay environment and psychological factors. 45 typically developing individuals participated in the study, which involved 1) the Kinect game, requiring participants to engage in unprompted volitional whole-body responses to emotional stimuli, and 2) psychosocial assessments such as the Broader Autism Phenotype Questionnaire (BAPQ) and the Brief Symptom Inventory (BSI). Principal component analysis revealed patterns of gameplay that were associated with psychological characteristics of individuals. Preference for emotional content in general was associated with fewer social difficulties. The present work offers preliminary support for utilizing Kinect video games to understand emotion orienting and social capabilities, and shows that implicit patterns of preference identified during gameplay may relate to psychological and psychiatric phenomena. While the issues are complex and further research is needed, this work may inform the development of novel approaches to diagnostic and therapeutic tools.

Duke Scholars

Published In

2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015

DOI

ISBN

9781479999538

Publication Date

December 2, 2015

Start / End Page

588 / 594
 

Citation

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Weng, M., Wall, C. A., Kim, E. S., Whitaker, L., Perlmutter, M., Wang, Q., … Shic, F. (2015). Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft kinect. In 2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015 (pp. 588–594). https://doi.org/10.1109/ACII.2015.7344629
Weng, M., C. A. Wall, E. S. Kim, L. Whitaker, M. Perlmutter, Q. Wang, E. R. Lebowitz, and F. Shic. “Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft kinect.” In 2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015, 588–94, 2015. https://doi.org/10.1109/ACII.2015.7344629.
Weng M, Wall CA, Kim ES, Whitaker L, Perlmutter M, Wang Q, et al. Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft kinect. In: 2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015. 2015. p. 588–94.
Weng, M., et al. “Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft kinect.” 2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015, 2015, pp. 588–94. Scopus, doi:10.1109/ACII.2015.7344629.
Weng M, Wall CA, Kim ES, Whitaker L, Perlmutter M, Wang Q, Lebowitz ER, Shic F. Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft kinect. 2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015. 2015. p. 588–594.

Published In

2015 International Conference on Affective Computing and Intelligent Interaction, Acii 2015

DOI

ISBN

9781479999538

Publication Date

December 2, 2015

Start / End Page

588 / 594