=Paper= {{Paper |id=Vol-1957/CoSeCiVi17_paper_2 |storemode=property |title=XBadges. Identifying and training soft skills with commercial video games. Improving persistence, risk taking & spatial reasoning with commercial video games and facial and emotional recognition system |pdfUrl=https://ceur-ws.org/Vol-1957/CoSeCiVi17_paper_2.pdf |volume=Vol-1957 |authors=Sergio Alloza,Flavio Escribano,Sergi Delgado,Ciprian Corneanu,Sergio Escalera |dblpUrl=https://dblp.org/rec/conf/cosecivi/AllozaEDCE17 }} ==XBadges. Identifying and training soft skills with commercial video games. Improving persistence, risk taking & spatial reasoning with commercial video games and facial and emotional recognition system== https://ceur-ws.org/Vol-1957/CoSeCiVi17_paper_2.pdf
          XBadges. Identifying and training soft skills with
                    commercial video games
        Improving persistence, risk taking & spatial reasoning with
    commercial video games and facial and emotional recognition system

        Sergio Alloza , Flavio Escribano , Sergi Delgado , Ciprian Corneanu , Sergio
                      1                    1                 2,3                    2,3


                                         Escalera   2,3,


    1 Gamification Research Department at GECON.es, c/ Aragó, 336 08009 Barcelona, Spain.
    2 Universitat de Barcelona, Gran Via de les Corts Catalanes, 585, 08007 Barcelona, Spain.
       3 Computer Vision Center, Campus UAB, Edifici O, s/n, 08193 Cerdanyola del Vallès,
                                        Barcelona, Spain.
     1{salloza, fescribano}@gecon.es, 23sergi1789@gmail.com, 23cipriancorneanu@gmail.com,
                             23sergio.escalera.guerrero@gmail.com




         Abstract. XBadges is a research project based on the hypothesis that
         commercial video games (nonserious games) can train soft skills. We measure
         persistence, spatial reasoning and risk taking before and after subjects
         participate in controlled game playing sessions. In addition, we have developed
         an automatic facial expression recognition system capable of inferring their
         emotions while playing, allowing us to study the role of emotions in soft skills
         acquisition. We have used Flappy Bird, Pacman and Tetris for assessing
         changes in persistence, risk taking and spatial reasoning respectively. Results
         show how playing Tetris significantly improves spatial reasoning and how
         playing Pacman significantly improves prudence in certain areas of behavior.
         As for emotions, they reveal that being concentrated helps to improve
         performance and skills acquisition. Frustration is also shown as a key element.
         With the results obtained we are able to glimpse multiple applications in areas
         which need soft skills development.
         Keywords: Video Games, Soft Skills, Training, Skilling Development,
         Emotions, Cognitive Abilities, Flappy Bird, Pacman, Tetris.



1       Introduction

There is no consensus about what soft skills are and an absolute description or
classification is missing. Among the various perspectives taken by different authors,
one of the most useful is defining soft skills in relation to the workplace. In this sense,
soft skills can be seen as interpersonal, human, people or behavioral skills necessary
for applying technical skills and knowledge in the workplace [1] or as a new way to
describe a set of abilities or talents that an individual can bring to the workplace [2].
Additionally, soft skills can be categorised as: (1) intrapersonal and interpersonal
skills; (2) personal and social skills; and (3) cognitive skills [3] and can also be
attributed intensity levels [4, 5].

In this context, it is very important to measure and boost soft skills. Some authors
think that [6, 7, 8] as organizations become increasingly diverse, the ability to exhibit
some soft skills like critical thinking or decision making with confidence can provide
greater opportunities for employment. Unfortunately, even though communication
and soft skills are noted by employers as important skills in the workforce, they are
highly lacked by recent graduates applying for employment [9, 10, 11].

Employers are looking for methods to reduce the costs of identifying soft skills
through behavioral interviews. Unfortunately, such procedures are subjective,
expensive and time-consuming. Furthermore, they cannot be used to filter out large
amounts of CVs in the initial stages of the hiring process [12].

In the world of formal education the landscape of identification and evaluation of
transversal competences is perhaps even more complex than in the labor market since
these skills are hardly being evaluated and trained. In most cases, there is no standard
and quantitative system available for teachers. Transversal competencies hardly get
evaluated and trained. As a consequence, it is difficult to add soft skills related
training as this would overload the teaching agenda and would entail additional costs.

In this context, video games are very useful identification and training tools.
Nowadays, they are a very popular element, in fact they have become the most used
artifact in the entertainment industry. In addition their presence begins to influence
other aspects or areas a priori non-ludic.

This study was born from a research project called XBadges, cofunded by the
Ministry of Industry, Energy and Tourism, Government of Spain, 8th in the AEESD
call, forming a consortium led by the company COMPARTIA, which subcontracted
both GECON.es foundation (gamification experts) and the University of Barcelona
(for the creation of an artificial vision system).

The objective of XBadges is to facilitate, with the use of software, the training and
evaluation of soft skills of the users through the use of commercial video games and,
if required, to grant certifications of the acquisition. Thus, with XBagdes both the
business and education sector would have a tool to meet their current and future needs
related to the identification and training of soft skills. Much of the current literature is
already investigating the effects of video games on human cognition [13, 14, 15], but
very few studies [16, 17, 18, 6] relate these to soft skills.

Specifically, and following an initial review of commercial video games in open
source and preliminary soft skills (commented below), the following games and soft
skills were chosen as hypotheses for the research: Pacman (Risk Taking), Tetris
(Spatial reasoning) and Flappy Bird (Persistence). These soft skills were chosen based
on a review of the competencies most valued by various organizations and institutions
[19, 20].

As for the video games, open source video games were needed to embed internal
indicators within the code and measure the skills with our telemetry algorithm
(actions done by the player). That telemetry was created thanks to a literature review
specific to each skill, as we show next. These review was also another reason why we
have chosen the mentioned games, since they have the necessary elements to
stimulate the skills but they are still technically simpler than most of the current
commercial video games (so we can link a specific behavior and embed the code to
track skill acquisition into the game).

For tracking persistence with Flappy Bird, as [21, 22] said: "A subject is persistent
when, faced with a situation in which it has to emit responses to reach a given
solution (reach a score of 20 in Flappy Bird, for example), it maintains a high
response rate (the user keeps trying) despite the low frequency of reinforcement (the
user keeps dying)". So, in this case, the telemetry was tracking the tries over the time
and how far the subjects reach.

In Pacman the telemetry tracks the behaviors that are risky, like being near a ghost,
eliminate them when they are vulnerable but the player knows there is only a little
time of invulnerability left, etc. So following [23, 24] we can infer that the behavior
behind these tracked actions is Risk Taking (derived from decision making).

Finally in the case of Tetris, we decided to replicate -as control measure- some
hypothesis [25] since there are already a lot of research about how Tetris can change
our minds [26, 27, 28] and study [25] specifically measure Spatial Reasoning. The
telemetry in this game tracked completed lines and the time between pieces
placement, based on the premise that repeated exposure to changing visual patterns in
a 2D virtual space (manipulable under rotation and translation) with progressive
difficulty increase curve will decrease the time required for information processing,
when processing speed being faster and rotation and translation more effective (set of
skills that combine spatial reasoning) as the previous authors argued.

The software also captured the emotions thanks to the system of artificial vision.
Once a face is detected, emotion recognition is performed in the corresponding
bounding box/area of interest. For the recognition of emotions in images, we based on
deep learning, in particular we took benefit of the pre-trained VGG convolutional
neural network to be fine-tuned on emotions considering annotating public emotion
datasets. As a result, a deep learning model was trained, able to recognize face
textures representative of the presence of a particular emotion. Thus allow us to see
the effect of the emotions of the users in the data and in the competences acquisition.

The emotions we have captured are of Joy, Frustration, Concentration and Boredom.
The selection of these emotions has been made taking into account the most studied
emotions and the research behind the recognition of emotions [29, 30].

The objective of the research is to contrast the following hypotheses:

    1. Commercial video games as a pedagogical differentiator elements (nonserious
         games), improve soft skills.

    2. The percentage of emotions generated at a general level correlates with the
         percentages of improvement of the users.
        3. Emotions generated by users at specific times vary according to the scores
            obtained from some indicators (completing a line in Tetris and eliminating
            ghosts in vulnerability mode A or B in Pacman).


2       Methods

2.1 Participants

The sample consists of 15 subjects (12 males and 3 females), randomly divided into 3
groups of 5 people each (group 1 to FlappyBird, group 2 to Tetris and group 3 to
Pacman). We have chosen 5 as minimum number of people for statistical analyzes to
be reliable and valid, as indicated in [31] and taking as reference other studies that
also have a reduced sample size [32, 33]. The inclusion criteria applied in the
sampling is:

        - Age between 18 and 50 years.

        - Not accustomed to playing the video games of the research or similar
           (minimum 1 year without previous experience).

The participants were searched through the social networks, personal contacts and
also thanks to a collaboration with Yuzz Sant Feliu (center of innovation and co-
working).


2.2 Materials

On one hand, one of the materials we have is the XBadges software platform. This
software has integrated the three video games previously commented with the added
telemetry. It also has the aforementioned system of facial and emotional recognition
that allows the recording of the emotions of the players while playing, as we will
explain next.

On the other hand, we list below the standardized tests that have been used as a
reference measure to test whether or not there is a real acquisition of the mentioned
soft skills and thus to verify the validity of the indicators as measuring instruments:


    -      Risk Taking - Domain-Specific Risk-Taking (Pacman)
Domain-Specific Risk-Taking (DOSPERT) [34] is a psychometric scale that assesses
risk taking in 5 different domains: financial decisions, health/safety, recreation, ethics,
and social decisions. The subjects rate the likelihood of specific risk activities for
each domain. A second and third part of the questionnaire assesses the perception of
the risk magnitude of the expected benefits of the activities of the 1st part. The
reduced and revised spanish version of 30 items [35] is used.
   -    Persistence - Big Five subscale (Flappy Bird)
As a personality test, the Big Five Questionnaire allows us to observe patterns and
profiles of behavior in users. It has multiple questions grouped in different
dimensions. Specifically, the dimension "Conscientiousness", which bifurcates in two
sub-dimensions: "Scrupulousness" and "Perseverance". Given the purpose of the
experiment, we are interested only in the subscale that measures Perseverance
(Persistence). Again a spanish version is used [36].

   -    Spatial Reasoning – Fibonicci’s Test (Tetris)
We have used the web test [37] that was used in the study [25] to measure spatial
reasoning ability. This test consists of a series of items showing a series of 3D figures
displayed and the subject has to choose one option (between 4) of the same figure, but
folded.


2.2.1 Automatic Facial Expression Recognition

Facial expressions are strong predictors of affective states. In order to automatically
infer the affective state of subjects while playing video games we have built an
Artificial Vision System (AVS) capable of recognizing a set of predefined
expressions from facial images.

Using human annotators to manually label facial images with one of the predefined
expressions is a cumbersome process, prone to subjectivity and human errors. Being
able to train an automatic prediction model, it opens the way to detecting facial
expressions in large amounts of data in an objective way allowing extended statistical
analysis.

In order to detect the four predefined emotions on the face (Joy, Concentration,
Frustration and Boredom) we have mapped each emotion into a corresponding
universal facial expression. In this sense we use Neutral faces as marker of
Concentration, Happy faces as marker of Joy, Sad faces as marker of Boredom and
both Angry and Disgusted faces as markers of Frustration.

Model. We have train a deep neural network architecture in order to classify a face
into one of the targeted facial expressions. The network follows GoogleNet [38], a
well known architecture in the machine learning community which has been
successfully used for many visual pattern recognition tasks. The network is based in
the repetition of the same module (called Inception) in a stacked manner, following
the idea of network in network. This module is repeated nine times inside GoogleNet
and is composed by a first level of 1x1 convolutions and a 3x3 max pooling and a
second level of 1x1, 3x3, 5x5 convolutions. After each Inception module, there is a
filter concatenation step that joins all previous results. The width of Inception
modules ranges from 256 filters (in early modules) to 1024 in top Inception modules.
Given the depth, propagating gradients back through the network is problematic. In
order to alleviate the vanishing gradient problem 2 auxiliary classifiers are connected
to intermediate layers of the network. At inference time, these auxiliary networks are
discarded.

Pretraining. Due to its large number of parameters, training GoogleNet from scratch
would have required large amounts of data. As our facial expression dataset is
relatively small we use transfer learning for initializing the network’s weights. The
initial network weights were found by training the network for Age/Gender facial
classification using hundreds of thousands of images, coming from a filtered mix of
Imdb-Wiki [39] and Adience [40] datasets. This previous network is specialized to
detect details in faces and was a good initial point for facial expression classification.
Training. Public data containing universal facial expressions of emotion is widely
available, making possible the training of complex models capable of learning
statistical relations between the morphology of the face and target classes. In "Fig. 1",
a selected set of examples used to train our model are depicted.




Fig. 1. Examples of targeted facial expressions during training. From left to right: Neutral,
    Happy, Sad and Angry. The training samples were collected from 3 different datasets. On
    top row Radboud [41], middle row KDEF [42] and on the bottom CK+ [43].


The data used is a compilation of three facial expression datasets, totalling 6562
images. About 55% is from the Cohn-Kanade dataset [43], 15% from the Radboud
dataset [41] and approx. 8% from KDEF dataset [42]. In order to keep class balance,
additional 1461 images (about 22% of the total data corpus) were collected from
queries on the web.
During fine-tuning, 75% of the dataset is used for training and the rest of 25% for
validation. The learning rate has been set to 0.01 with an automatic decrease of 1/10
every 33% of the training phase. The Stochastic Gradient Descent (SGD)
optimization method was used with a batch size of 32 images. We have stopped the
fine tuning after 100 epochs, at this stage the network performance begin saturated.


2.3 Procedure

In the first place, the subjects completed the questionnaires corresponding to each
video game (as a pre-test phase), explained in the previous section. Then each
participant played the video game that corresponds to his group for 3 sessions of 40
minutes each, sessions distributed at the convenience of the subjects in a maximum
period of 1 week, with no possibility of doing two or three sessions in one day. The
design of temporality is based on a similar study [28]. In the Flappy Bird group the
subjects were able to stop playing whenever they wanted after the 20th minute. When
measuring Persistence, we had to leave a margin of time in which the subject decided
to play or not, since otherwise we would have been skewing the persistence scores.
Finally, at the end of the 3rd session, the subjects had to re-complete the
questionnaires (as a post-test phase) so we were able to compare the questionnaire
results before and after the game training.


3       Results

After the analysis of the data obtained, the following results are presented, grouped by
hypotheses:

3.1 1º Hypothesis: Video games & soft skills.

The data are shown in table form, assembled by indicators / telemetry and
standardized tests, by videogame:

    -     Flappy Bird
Sessions data have been modified by removing the high end values (40 minutes) for
the “ceiling effect”. Some of the data (about 30%) have been provoked by the end of
session time, so we cannot infer that these are the times users would adjust if they had
more time to play. The final table after clustering and descriptive analysis of the data
is as follows "Table 1":


                         Table 1. Total time indicator data of Flappy Bird.

                                             1º Session   2º Session
                           Average           31’          38’
                           Standard error    2,415’       0,913’


Statistical significance of Student's t-test for paired samples accepted (t= -2,818, p=
0,033). Below are the data obtained through telemetry in video games "Table 2". This
data have been cleaned of registry errors:

                            Table 2. Telemetry data of Flappy Bird.

                                         50'     60'      70'      80'
                        Average          0,082   0,092    0,111    0,116
                        Standard error   0,045   0,049    0,059    0,058
                        90'              100'    110'     120'     130'
                        0,120            0,124   0,130    0,138    0,147
                        0,056            0,057   0,060    0,062    0,062
Statistical significance of repeated measures ANOVA accepted with epsilon GG
adjustment (Epsilon GG= 0,17; F= 10,003, p= 0,025). The results of the standardized
test Persistence Big Five subscale "Table 3" are presented, with statistical significance
of Student's t-test for paired samples not accepted (t= -1,176, p= 0,152):

                    Table 3. Data of Perseverance Subscale of Big five.

                                          Pre phase     Post phase
                         Average          47            48,8
                         Standard
                                          1,923         1,827
                         error




   -   Tetris

Data obtained from the Tetris telemetry "Table 4":

                            Table 4. Telemetry data of Tetris.

                                         10'        70'           80'
                      Average          681,200    798,836       789,279
                      Standard error   122,486    96,582        113,516
                      90'              110'       120'          130'
                      755,369          773,241    779,983       792,213
                      90,746           107,316    115,917       113,825


Statistical significance of repeated measures ANOVA accepted with epsilon GG
adjustment (Epsilon GG= 0,35, F= 6,614, p= 0,020). The results of the standardized
test that measures spatial reasoning are shown below "Table 5" with statistical
significance of Student's t-test for paired samples accepted (t= -2,449, p= 0,035):

                          Table 5. Spatial reasoning test results.

                                          Pre phase     Post phase
                         Average          12,4          14,2
                         Standard
                                          1,631         1,772
                         error




   -   Pacman

Data obtained from the Pacman telemetry "Table 6 ":
                              Table 6. Telemetry data of Pacman.

                                    10'         20'       30'     50'
                  Average           48,930      49,008    54,733 53,199
                  Standard error    9,350       10,094    9,551   10,128
                  90'               110'        120'      130'
                  755,369           773,241     779,983   792,213
                  90,746            107,316     115,917   113,825



Statistical significance test of repeated measures ANOVA not accepted with epsilon
GG adjustment (Epsilon GG= 0,22; F= 2,499, p= 0,170).

Regarding the results of DOSPERT (test that measures Risk Taking), no statistically
significant differences were found in general or in any of the subscales except for
Safety and Health (only in the part of the test that measures probability of behavior),
where a significant difference of means was found through the Student's t-test for
paired samples (mean pre= 22,6 & mean post= 19; t= 2,882, p= 0,022).


3.2 2º Hypothesis: Emotions & improvement percentage.

The correlations between the four emotions (J= Joy, C= Concentration, F= Frustration
and B= Boredom) and the percentage of improvement of the three video game
indicators (FB= Flappy Bird, T= Tetris and P= Pacman) are shown “Table 7”:

Table 7. Pearson’s correlations (r) and Spearman’s (rho) between emotions and improvement
    percentage. *Statistically significant correlation (p= 0,02).

                              J          C          F          B
                      FB      r= -0,86   r= -0,85   rho= 0     r= 0,49
                      T       rho= 0,3   r= 0,66    r= -0,53   rho= 0,5
                      P       r= 0,16    r= 0,93*   r= -0,77   r= -0,41

3.3 3º Hypothesis: Emotions & video game indicators.

Next, the averages of the percentages of emotions present in the moments in which
the indicated criteria were fulfilled are presented "Table 8", following the
abbreviations of the previous hypothesis. The indicators are: completing a line in
Tetris (reflected in the table as Tetris) and eliminating a ghost in vulnerability mode A
and B in Pacman (reflected as Pacman 1 and Pacman 2 in the table):

            Table 8. Average of emotions percentages present in each indicator.

                     Indicators    J%         C%       F%          B%
                     Tetris        7,56%      50,32%   34,21%      7,85%
                        Pacman 1   5,65%   25,36%   63,61%    5,37%
                        Pacman 2   4,29%   25,23%   65,46%    5,07%



4       Discussion

Interpreting the results, we can affirm the following premises, again by each
hypothesis:

4.1 1º Hypothesis: Video games & soft skills.

    -     Flappy Bird
Significant differences were detected in the data obtained through the Flappy Bird
indicators, with a total time of 130 minutes of training (F= 10,003; p= 0,025).
However, we cannot say that these changes reflect an improvement in persistence
capacity outside Flappy Bird, given the nonsignificance changes in the Big Five
subscale measures (t= -1,1766; p= 0,152).

In spite of this we can establish new lines of investigation guiding the video game
Flappy Bird as a measure of persistence more sensitive than the standardized test
itself, since although the change in the questionnaire is not significant, the average of
the scores of the same one rises (47 vs 48,8). Under this line we would face a
nonsignificance caused by a small sample size, memory bias when repeating the same
test in just 1 week, little training time or any other variable outside the game.
Supporting this new hypothesis, one of the indicators that theoretically relates more to
Persistence, “playing time, number of tries” (response frequency), did show
significant changes (t= -2,818; p= 0,033) indicating that players spent more time in
the game the longer they played.

    -    Pacman

As can be seen previously, significant changes have been detected in one of the
DOSPERT subscales. In particular, against the approach of the initial hypothesis,
there is a decrease in the probability of risky behavior in the area of Health and Safety
(t= 2,882; p= 0,022), so we can say that playing Pacman with a training time of at
least 90 minutes, increases the prudence in the mentioned area.

This is an unexpected result since we believed Pacman would increase the risk taking
behaviour instead of diminish it. We believe that this reduction in risk-taking behavior
may reflect an adaptation to the game strategy. As the subject plays Pacman, it is
more aware of the risks that exist within the game and adjusts its strategy to get more
points and die less, reducing risky behaviors.

It is also pleasantly surprising that the behaviour change in the video game may
reflect a change in the actual risk taking behavior. With these results several
applications could already be seen, for example in the clinical field where impulsivity
or recklessness are very present in most mental disorders.

   -   Tetris

Tetris training with a minimum of 70 minutes of play has been shown to significantly
improve spatial reasoning ability (F= 6,61449348; p= 0,02). These results fit the
replica of the study [25] where they also relate the same video game and spatial
reasoning, obtaining similar results. In addition this research also specifies the
improvement effect of Tetris since the sessions have been carried out with a lower
sample size in regard to the original study.

We also emphasize in a general way, that not having measured other soft skills, we
are leaving aside relations that can be significant. A good way to evolve the research
would be to expand the range of capabilities to measure and relate them to different
(or the same) video games.

We also discuss the limitations of the memory effect in the tests complementation of
the post phase (pre-post test design), the small sample size per group and the short
temporal design of experimental sessions, so that the results obtained could be
underestimated (statistical error Type II).


4.2 2º Hypothesis: Emotions & improvement percentage.
The results obtained regarding the emotions related to the percentage of improvement
of the indicators, do not follow the initial approach. In fact, only one correlation of the
12 (4 emotions * 3 games), Concentration & Pacman, is significant (r= 0,93, p= 0,02),
showing that the more concentrated Pacman is played, more is the improvement
playing the video game.

The value of the correlation is very sensitive to the number of data available to
analyze, so if the study had been carried out with a large number of people and
therefore, there would be many more data to analyze, the value of the correlations
would oscillate as well as their statistical significance, confirming perhaps the initial
hypotheses that to more presence of boredom less percentage of improvement, or
greater the presence of joy is, greater the percentage of improvement, for example.

4.3 3º Hypothesis: Emotions & video game indicators.
To our surprise, joy was not one of the most prevalent emotions when these indicators
were met. In particular, in Tetris, when completing lines during the games, the
subjects showed high concentration percentages (50,30%) while the other emotions
did not have as much presence. An example of what is commented "Fig. 2". In
Pacman, while reaching and eliminating ghosts in vulnerability mode A and B, the
prevailing emotion was in both cases frustration (with more than 63% in both cases).
Fig. 2. Artificial vision module inside XBadges platform. Distribution example of emotions of
    a Tetris player.

Contrary to expectations, concentration and frustration are present in moments where
the user is positively reinforced by the video game. Perhaps we are facing here an
implicit relationship between these emotions and the acquisition of skills.

The analysis and global interpretation of the results suggest that video games can be
useful tools to enhance or boost certain soft skills, as well as the presence of emotions
is closely linked to the motivation of the players and their development of soft skills
within the game. With this findings, the commercial video games (not only serious
ones) win value as a training tool for soft skills, offering them as a new form of tool
for markets with possibility of application in multiple sectors.

In the business world, on one hand, providing employees with a tool for identifying
and training soft skills required in certain jobs, and on the other hand, to employers,
offering a more automated CV screening tool.

As for the academic world, showing the use of video games as a methodology to
enhance soft skills which remain unrecognized in most academic curriculum and thus
better prepare students to adapt to the context that awaits them.

Another sector where XBadges idea could be applied is eHeatlh. There are many
diseases or pathologies that impair certain soft skills. Although, in particular, more
research is needed in this field, alleviating certain symptoms or improving
dysfunctional skills with video games could prove to be an effective method in
addition to engage to the patient.

And above all, regardless of the sector of application, XBadges offers information to
the population about the positive influence of their play habits on their minds and
behavior, since players will continue to play the same, but knowing that they are
boosting their abilities.

Acknowledgments. We thank Mercè Muntada (mmuntada@compartia.net) for her
support as the leader of Compartia & leader of the project consortium.
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