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Interaction Studies - Online First
Online First articles are the published Version of Record, made available as soon as they are finalized and formatted. They are in general accessible to current subscribers, until they have been included in an issue, which is accessible to subscribers to the relevant volume
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Low agency in reported negative events increases empathic response but decreases memory of AI-generated avatars : A research report
Author(s): Paul CompensisAvailable online: 10 June 2026show More to view fulltext, buy and share links for: show Less to hide fulltext, buy and share links for:AbstractListening to emotional accounts typically induces an empathic response in a recipient, with the degree of empathy determined by situational features, particularly emotional valence and, presumably, the agency of the narrator in the event. To investigate the role of valence and agency further, I present the results of a study in which 52 participants rated their empathic and emotional reactions to AI-generated avatars narrating a brief account of a positive or negative life event, differing in the degree to which the narrator was responsible for the outcome of the event. In addition, participants completed a recognition task. Consistent with previous studies, emotional valence modulated the ratings, but also agency influenced empathic responding. Interestingly, lower agency elicited the strongest empathic response but resulted in the lowest recognition rate in the subsequent memory task. More generally, this study illustrates the application of AI-generated stimuli in research on social interaction and interpersonal behaviour.
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Imagining human–robot encounters : Youth narratives and commonsense understandings of social interaction with Pepper robot
Author(s): Sanna Raudaskoski, Salla Jarske, Saaga Härkönen, Kirsikka Kaipainen and Kaisa VäänänenAvailable online: 27 May 2026show More to view fulltext, buy and share links for: show Less to hide fulltext, buy and share links for:AbstractAs social robots enter public spaces, there remains a gap in understanding how people imagine and evaluate their roles as social actors. This study explores the social dynamics of human-robot interaction (HRI) using the Method of Empathy-Based Stories (MEBS). Participants imagined encounters with a robot at a youth center, producing 158 stories that reveal culturally situated reasoning grounded in everyday social expectations. Positive interactions were marked by the robot’s ability to “pass as social”, where adherence to interactional norms enabled smooth exchanges despite technological limitations. In contrast, negative stories exposed failures such as unresponsiveness, rudeness, or lack of social competence, leading to distrust or disappointment. These findings underscore the situated nature of HRI, suggesting that successful interaction depends less on a robot’s “real internal states” and more on its capacity to align with normative expectations of context and practice.
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Exploring behavioural interactions elicited by the socially assistive robot Biscee in an elderly care facility — an ethorobotic study
Author(s): Raena Shaikh, Beáta Korcsok, Alexa Csenge Tóth, Márta Gácsi, Balázs Nagy and Ádám MiklósiAvailable online: 27 May 2026show More to view fulltext, buy and share links for: show Less to hide fulltext, buy and share links for:AbstractElderly care is a key area of interest in social robotics, yet research on the practical applications and acceptance of such robots in real-world group settings remains limited. In this study, we use an ethorobotic approach to explore the potential of a socially assistive robot (SAR) to elicit interactive behaviours, such as orienting, approaching, withdrawing, touching, talking, and smiling, from elderly residents and other non-resident individuals in a nursing home. The elderly residents demonstrated high levels of acceptance and curiosity toward the robot, whereas most non-resident staff tended to ignore it. Residents showed significantly more interest in the robot than non-residents, and both groups maintained a consistent level of interaction over the 11-day observation period. These exploratory observations suggest that it is indeed possible to design socially interactive robots capable of sustaining long-term engagement with elderly individuals.
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Variations in gaming experiences, time, and spending across genres
Author(s): Hyeon JoAvailable online: 18 May 2026show More to view fulltext, buy and share links for: show Less to hide fulltext, buy and share links for:AbstractThe study investigates the impact of different game genres on gaming behavior among students from 4th grade to 12th grade. Previous research often focused on isolated aspects of gaming without considering genre-specific influences. This study aims to fill that gap by examining how genres affect challenge and achievement, social interaction, flow, gaming time, and spending. Using ANOVA and Sidak post-hoc tests, the analysis included a sample size of 49,569 respondents. The findings indicate significant differences across genres: Multiplayer Online Battle Arena (MOBA) games foster higher levels of challenge, achievement, social interaction, and flow compared to other genres. Players of MOBA games also exhibit the highest engagement in terms of gaming time and financial investment. Role-Playing Games (RPG) and First-Person Shooter (FPS) games also show notable engagement levels but to a lesser extent. These results suggest that game genre significantly shapes gaming behaviors and experiences, highlighting the importance of genre-specific design and marketing strategies. For scholars, this study emphasizes the need for more granular research into game genres. For practitioners, including game developers and service providers, the findings offer insights into enhancing player engagement and tailoring game features to specific genres.
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Anthropomorphism, dependency, and trust in Generative Artificial Intelligence : Exploring the trust-privacy paradox through dual-theory integration
Author(s): Bilal Mazhar, Jing Niu, Yilin Ren and Inam Ul HaqAvailable online: 17 March 2026show More to view fulltext, buy and share links for: show Less to hide fulltext, buy and share links for:AbstractAs Generative Artificial Intelligence (GAI) becomes increasingly integrated into daily life, understanding how users develop trust in these systems while navigating privacy concerns is critical. This study examines how perceived anthropomorphism, privacy concerns, and dependency influence trust in GAI, drawing on Privacy Calculus Theory (PCT) and Media Dependency Theory (MDT). The findings reveal that users trust GAI more when they perceive it as human-like, but privacy concerns reduce trust, creating a trust-privacy paradox. However, GAI dependency moderates these relationships, strengthening the positive effect of anthropomorphism on trust while weakening the negative impact of privacy concerns. Additionally, privacy concerns partially mediate the relationship between anthropomorphism and trust, suggesting that users who perceive AI as human-like worry less about privacy risks. By integrating PCT and MDT, this study offers a comprehensive framework to understand how trust in AI evolves, not just through rational cost-benefit evaluations (PCT) but also through behavioral adaptation based on dependency (MDT). These insights have practical implications for AI developers and policymakers, emphasizing the need for human-centered AI design, privacy safeguards, and ethical guidelines to foster sustained trust in AI-driven interactions while addressing user concerns.
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