Cited by 20Social Robot Interaction and HRICreativity in Education and NeuroscienceEducational Games and Gamification

Can Children Emulate a Robotic Non-Player Character's Figural Creativity?

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Ali, Safinah, Park, Hae Won, Breazeal, Cynthia·2020·Proceedings of the Annual Symposium on Computer-Human Interaction in Play

Abstract

Can intelligent non-player game characters (NPCs) increase children's creativity during collaborative gameplay? Children's creativity is influenced by collaborative play with creative peers through social emulation. In this paper, we study children's emulation of an AI-enabled social Non-Player Character (NPC) as a new type of game mechanism to elicit creative expression. We developed Magic Draw, a collaborative drawing game designed to foster children's figural creativity that allows us to investigate the efficacy of an NPC's creativity demonstration in enhancing children's creativity in the resulting drawings. The NPC is an emotively expressive social robot that plays Magic Draw with a child as a peer-like playmate. We present the results of a study in which participants co-draw figures with a social robot that demonstrates different levels of figural creativity, to understand whether an NPC's creativity in its own contributions stimulates figural creativity in children. 78 participants (ages 5--10) were randomly assigned to a non-creative robot control condition (C-) and a creative robot condition (C+). Participants who interacted with the creative robot generated significantly more creative drawings, and hence exhibited higher levels of figural creativity. We infer that the social robotic peers' demonstration of figural creativity in a collaborative drawing game is emulated by young children. We discuss a new game design principle grounded in the social learning mechanism of emulation, specifically, that social and intelligent NPCs in games should demonstrate creative behavior to foster the same in human players.

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References 56 · Cited by 20

Research works printed but not linked: 4

  1. G Fischer. 1993. Embedding computer-based critics in the contexts of design, human factors in computing systems. In INTERCHI'93 Conference Proceedings, Amsterdam, the Netherlands. ACM Press.
  2. Florian Geyer, Jochen Budzinski, and Harald Reiterer. 2012. IdeaVis: a hybrid workspace and interactive visualization for paper-based collaborative sketch- ing sessions. In Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design. 331-340.
  3. Peter H Kahn Jr, Takayuki Kanda, Hiroshi Ishiguro, Brian T Gill, Solace Shen, Jolina H Ruckert, and Heather E Gary. 2016. Human creativity can be facilitated through interacting with a social robot. In The Eleventh ACM/IEEE International Conference on Human Robot Interaction. IEEE Press, 173-180.
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Authors
Ali, S., Park, H. W., & Breazeal, C.
Affiliations
Massachusetts Institute of Technology (US)
Venue
Proceedings of the Annual Symposium on Computer-Human Interaction in Play
Publisher
ACM
Published
2020-11-02
Pages
499-509
OpenAlex
W3097551320
Cited by
20
References
56
Citations by year
2026: 4 · 2025: 4 · 2024: 5 · 2022: 1 · 2021: 5 · 2020: 1
FWCI
2.47
Type
conference paper
Language
en
Open access
Locations
  • Annual Symposium on Computer-Human Interaction in Play (publishedVersion, cc-by)
  • DSpace@MIT (Massachusetts Institute of Technology) (submittedVersion, cc-by-nc)
Topics
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Creativity in Education and Neuroscience
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
children's creativity, figural creativity, non-player characters, social robots, collaborative drawing, emulation, social learning, game design, collaborative gameplay

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