Eternagram: Probing Player Attitudes Towards Climate Change Using a ChatGPT-driven Text-based Adventure

Generative AI (Text, Image, Music, Video)Human-LLM CollaborationSerious & Functional GamesClimate Change Communication ToolsGame Developers & DesignersAdvertising & Marketing ProfessionalsEnvironmental AdvocatesHCI Researchers

Title of the Paper

Eternagram: Probing Player Attitudes in Alternate Climate Scenarios Through a ChatGPT-Driven Text Adventure

Paper Information

  • Subject Area: Examining player attitudes toward climate issues using gamification and a GPT-driven conversational system
  • Keywords: Climate attitude assessment, gamified testing, natural language processing, human-computer interaction, personality-behavior correlation, democratic values, data analysis, environmental psychology

Research Background and Problem

  • Identified Problems:

    • Traditional methods for assessing climate attitudes rely on simple questionnaires, which fail to fully capture genuine attitudes toward climate issues.
    • Current approaches are susceptible to social desirability bias or other external influences.
    • The complexity of attitudes toward climate issues cannot be comprehensively addressed using a single tool.
  • Significance of the Problem:

    • The global impact of climate change necessitates a more accurate understanding of individual attitudes.
    • Encouraging public or group awareness and action on climate change requires more engaging and immersive assessment methods.
  • Research Motivation and Related Work:

    • Gamified Behavioral Assessment (GBA) enables participants to experience immersive scenarios while naturally collecting data on climate attitudes.
    • With advancements in artificial intelligence, particularly NLP, chatbot technologies can dynamically adjust interactions, providing a more natural conversational environment for testing.
    • This study aims to establish an innovative assessment method by combining game narratives with a ChatGPT-driven conversational model.

Proposed Solution

  • Proposed Method:

    • Develop the text-based adventure game Eternagram, embedding a ChatGPT-driven conversational system within a future climate crisis scenario.
    • Design detailed narrative arcs and trigger mechanisms within the dialogue prompts, allowing players to drive the game progression through free-text input.
    • Use measurement tools (questionnaires and behavioral analysis) to correlate in-game and real-world attitudes.
  • Innovations:

    • The first integration of an open-ended conversational system (GPT) with interactive narrative to assess climate attitudes.
    • Creation of a social media-like interface (e.g., Instagram) to enhance immersion and realism.
    • Systematic incorporation of "future scenario forecasting" to quantify and analyze shifts in player attitudes toward climate issues.
  • Implementation Steps and Key Techniques:

    • Worldbuilding: Employ the One Hour Worldbuilders method to construct a future climate crisis scenario for the text-based game.
    • Game Mechanics: Focus on open-ended text-based interactions, with key trigger points controlling narrative progression.
    • Character Design: Use GPT-4 to develop the core character Ryno, with manually designed prompts to shape character dialogue traits.
    • User Evaluation and Data Analysis: Collect three sets of survey data (pre-game, in-game, post-game) using mixed methods, and analyze correlations in user attitude changes.

Research Outcomes

  • Key Findings:

    • Attitudes expressed in the game were strongly correlated with post-game attitudes but not with pre-game attitudes, indicating a homogenizing effect of the game scenario on player attitudes.
    • Personality traits such as "openness" and "agreeableness" were significantly correlated with climate attitudes. Additionally, participants who supported democratic values were more likely to report positive climate attitudes.
    • In-game attitudes and behaviors were shown to effectively complement traditional attitude assessments (e.g., questionnaires or observed behaviors).
  • Advantages Over Existing Solutions:

    • Introduced immersive interaction and real-time dialogue into attitude assessment, making the game a more flexible and realistic evaluation tool.
    • Avoided social desirability bias inherent in traditional questionnaires and achieved contextualized natural interaction.
  • Experimental/Evaluation Results:

    • Spearman correlation analysis revealed significant relationships between attitude changes and various personality traits and political orientations.
    • Data indicated that supporters of democratic values and players willing to engage in collective action exhibited more positive attitudes toward climate issues.
  • Limitations and Future Directions:

    • Limitations:
      • Participant demographics were primarily 18-34-year-old Asian students, limiting generalizability and excluding non-native language speakers.
      • Variations in game questionnaire design may introduce quantification bias.
      • Occasional technical instability in the game interface.
    • Future Directions:
      • Optimize dynamic scenario generation tools and interactive experiences.
      • Further explore attitude expressions in natural user dialogues.
      • Expand the use of game-based interventions and educational tools.

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https://hci.top/en/papers/chi/147145/2024

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DOI: https://doi.org/10.1145/3613904.3642850
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CHI
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2024
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6 authors
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Subtopics
Generative AI (Text, Image, Music, Video), Human-LLM Collaboration, Serious & Functional Games, Climate Change Communication Tools
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Game Developers & Designers, Advertising & Marketing Professionals, Environmental Advocates, HCI Researchers
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