Abstract

Existing approaches to describe social interactions consider emotional states or use ad-hoc descriptors for microanalysis of interactions. Such descriptors are different in each context thereby limiting comparisons, and can also mix facets of meaning such as emotional states, short term tactics and long-term goals. To develop a systematic set of concepts for second-by-second social interactions, we suggest a complementary approach based on practices employed in theater. Theater uses the concept of dramatic action, the effort that one makes to change the psychological state of another. Unlike states (e.g. emotions), dramatic actions aim to change states; unlike long-term goals or motivations, dramatic actions can last seconds. We defined a set of 22 basic dramatic action verbs using a lexical approach, such as ‘to threaten’–the effort to incite fear, and ‘to encourage’–the effort to inspire hope or confidence. We developed a set of visual cartoon stimuli for these basic dramatic actions, and find that people can reliably and reproducibly assign dramatic action verbs to these stimuli. We show that each dramatic action can be carried out with different emotions, indicating that the two constructs are distinct. We characterized a principal valence axis of dramatic actions. Finally, we re-analyzed three widely-used interaction coding systems in terms of dramatic actions, to suggest that dramatic actions might serve as a common vocabulary across research contexts. This study thus operationalizes and tests dramatic action as a potentially useful concept for research on social interaction, and in particular on influence tactics.

Highlights

  • Defining the facets of human social interaction is central to fields ranging from psychology and sociology to artificial intelligence and human-machine interface

  • This study presents dramatic action (DA) as a concept for social interaction based on practice in theater

  • We developed a list of Dramatic action (DA) based on the lexical hypothesis, and a set of visual cartoon stimuli for the main DA classes

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Summary

Introduction

Defining the facets of human social interaction is central to fields ranging from psychology and sociology to artificial intelligence and human-machine interface. For example, on recognition and classification of human states which play a role in social interactions, such as emotions\. The classic studies of Ekman[1,2,3] on basic emotions such as anger, sadness, fear, and happiness has led to work in computer science and psychology on the recognition and elicitation of emotion in diverse stimuli[4,5,6,7,8,9,10,11,12,13,14]. Other well-known facets of human states and behaviors include motivation[15,16], narratives[17], speech acts[18] and other constructs.

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