A demonstration of superior judgement? Exploring league of legends players' performance in risky and ambiguous decision-making tasks.

IF 2.1 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL Acta Psychologica Pub Date : 2024-11-01 Epub Date: 2024-12-06 DOI:10.1016/j.actpsy.2024.104630
Shichang Deng, Jinhua Li, Xinyu Liu, Haihui Lu, Xiang Liao, Xiangqian Li
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Abstract

In three studies, we investigated how League of Legends (LOL) game experience and game skill relate to players' performance in the Iowa Gambling Task (IGT), Balloon Analogue Risk Task (BART), and Probability Discounting Task (PDT). Additionally, the present study examined the relationship between players' in-game risk preferences and their performance in three types of decision-making tasks. To achieve this, we utilized a self-developed League of Legends Risk Propensity Scale (LRPS) to characterize LOL players' in-game risk preferences. The LRPS demonstrated appropriate reliability and validity in this study. Overall, our results indicated that the differences between LOL players' and non-players' decision-making performance were significant only in the PDT. Moreover, among LOL players, the relationship between game skill and decision-making performance was significant in the IGT (especially in the last sixty trials) and the PDT, but not in the BART. Furthermore, LRPS scores could predict performance in the PDT, but not in the IGT or BART. Our results suggest that experience and game skill in LOL are primarily linked to players' performance in risky decision-making tasks. Similarly, participants' in-game risk preferences in LOL are only related to their performance in the risky decision-making process, not in the ambiguous decision-making process. We propose that LOL players' in-game ambiguous decision-making processes may exhibit domain-specific characteristics.

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这是对卓越判断力的展示?探索《英雄联盟》玩家在冒险和模糊决策任务中的表现。
在三项研究中,我们调查了《英雄联盟》(LOL)游戏体验和游戏技能与玩家在爱荷华赌博任务(IGT)、气球模拟风险任务(BART)和概率贴现任务(PDT)中的表现之间的关系。此外,本研究还检验了玩家在游戏中的风险偏好与他们在三种决策任务中的表现之间的关系。为了实现这一点,我们使用了自己开发的《英雄联盟》风险倾向量表(LRPS)来描述《英雄联盟》玩家在游戏中的风险偏好。LRPS在本研究中表现出适当的信度和效度。总体而言,我们的研究结果表明,《英雄联盟》玩家和非玩家之间的决策绩效差异仅在PDT上显著。此外,在LOL玩家中,游戏技能与决策表现之间的关系在IGT(特别是在最近的60次试验中)和PDT中显著,而在BART中不显著。此外,LRPS分数可以预测PDT的表现,但在IGT和BART中没有。我们的研究结果表明,LOL中的经验和游戏技能主要与玩家在风险决策任务中的表现有关。同样,《英雄联盟》中参与者的游戏内风险偏好只与他们在风险决策过程中的表现有关,而与模糊决策过程无关。我们认为LOL玩家在游戏中的模糊决策过程可能表现出特定领域的特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Acta Psychologica
Acta Psychologica PSYCHOLOGY, EXPERIMENTAL-
CiteScore
3.00
自引率
5.60%
发文量
274
审稿时长
36 weeks
期刊介绍: Acta Psychologica publishes original articles and extended reviews on selected books in any area of experimental psychology. The focus of the Journal is on empirical studies and evaluative review articles that increase the theoretical understanding of human capabilities.
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