Play, watch, analyze, repeat: How do players develop competitive gaming skills?

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-12-07 DOI:10.1016/j.entcom.2024.100908
Günter Wallner , Aakash Johry , Marnix van Wijland , Regina Bernhaupt , Simone Kriglstein
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Abstract

Players usually have a strong desire to improve their game-specific skills to perform well in a game. A desire which has been further reinforced by the increase of multiplayer games and the rise of competitive gaming. While research on learning through games is extensive, work on how players gain expertise in competitive games is less common. This paper presents an exploratory mixed-methods study examining how players learn to play video games across three competitive game genres and which factors influence their self-efficacy. Our results show that the approaches to learning as well as influential factors on self-efficacy are largely independent across the investigated genres. Moreover, learning to play extends beyond the act of play itself and is strongly reflective and social. Based on the results, we discuss high-level characteristics of learning and self-efficacy which can serve as a starting point for future research and design interventions aimed at supporting learning processes of players.
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玩、观察、分析、重复:玩家如何培养竞技游戏技能?
为了在游戏中表现出色,玩家通常都有提高游戏特定技能的强烈愿望。多人游戏的兴起和竞争游戏的兴起进一步强化了这种渴望。虽然关于通过游戏学习的研究非常广泛,但关于玩家如何在竞争性游戏中获得专业技能的研究却很少。本文提出了一项探索性混合方法研究,研究玩家如何学习玩三种竞争性游戏类型的电子游戏,以及哪些因素影响他们的自我效能感。我们的研究结果表明,学习方法和自我效能感的影响因素在被调查的类型中基本上是独立的。此外,学习游戏超越了游戏行为本身,具有强烈的反思性和社会性。在此基础上,我们讨论了学习和自我效能的高级特征,这可以作为未来研究和设计干预措施的起点,旨在支持玩家的学习过程。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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