COgnition-based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment (Code Red Triage): doctoral consortium paper

E. D. van der Spek
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引用次数: 2

Abstract

Motivation -- To improve the effectiveness of (serious) games by empirically testing a number of cognition-based game design guidelines. Research approach -- A serious game was made to train players in performing the primary triage procedure in a large scale crisis situation. With this game, a number of game design decisions are systematically varied and the subsequent corresponding effects on learning gains, mental model construction and perceived engagement empirically tested. Findings -- While the game has been successful in training the triage procedure, the use of auditory guidance cues has led to worse mental model construction. Research limitations/Implications -- A triage consists of mostly procedural information, and the empirically tested guidelines are only tested in one game, making the possibility of generalization to other games and game types unclear. In addition, only the effects with relatively short play times are measured. Originality/Value -- Many serious games struggle to effectively convey their instructional material to the player. Conventional game design practice may even harm serious games; we seek to measure what works and what doesn't. Take away message -- When designing a serious game, pay careful attention to how much you task the player, subtle changes can make a big difference.
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基于认知的设计规则在游戏环境中加强决策训练(Code Red Triage):博士联盟论文
动机——通过经验测试若干基于认知的游戏设计准则来提高(严肃)游戏的有效性。研究方法——制作了一个严肃的游戏来训练玩家在大规模危机情况下执行主要的分诊程序。在这款游戏中,许多游戏设计决策是系统地变化的,随后对学习收益、心理模型构建和感知粘性的相应影响也经过了实证测试。研究发现:虽然游戏在训练分类过程中取得了成功,但听觉引导线索的使用却导致了更糟糕的心理模型构建。研究局限/影响——分类主要由程序信息组成,经验测试的指导方针只在一款游戏中进行了测试,这使得推广到其他游戏和游戏类型的可能性不明确。此外,只测量了相对较短游戏时间的效果。原创性/价值——许多严肃游戏都在努力有效地向玩家传达教学材料。传统的游戏设计实践甚至可能损害严肃游戏;我们试图衡量什么可行,什么不可行。要点——在设计一款严肃的游戏时,要特别注意你给玩家布置了多少任务,细微的改变可能会带来很大的不同。
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