To Three or not to Three: Improving Human Computation Game Onboarding with a Three-Star System.

Jacqueline Gaston, Seth Cooper
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引用次数: 21

Abstract

While many popular casual games use three-star systems, which give players up to three stars based on their performance in a level, this technique has seen limited application in human computation games (HCGs). This gives rise to the question of what impact, if any, a three-star system will have on the behavior of players in HCGs. In this work, we examined the impact of a three-star system implemented in the protein folding HCG Foldit. We compared the basic game's introductory levels with two versions using a three-star system, where players were rewarded with more stars for completing levels in fewer moves. In one version, players could continue playing levels for as many moves as they liked, and in the other, players were forced to reset the level if they used more moves than required to achieve at least one star on the level. We observed that the three-star system encouraged players to use fewer moves, take more time per move, and replay completed levels more often. We did not observe an impact on retention. This indicates that three-star systems may be useful for re-enforcing concepts introduced by HCG levels, or as a flexible means to encourage desired behaviors.

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以三星系统改进人类计算游戏
虽然许多流行的休闲游戏使用三星系统,即根据玩家在关卡中的表现给予他们最高3颗星,但这种技术在人类计算游戏(hcg)中的应用有限。这就引出了一个问题:三星系统会对玩家在hcg中的行为产生什么影响?在这项工作中,我们研究了在蛋白质折叠HCG Foldit中实现的三星系统的影响。我们将基本游戏的入门关卡与使用三星系统的两个版本进行了比较,在三星系统中,玩家以更少的移动完成关卡将获得更多的星星奖励。在一种版本中,玩家可以按照自己的喜好继续游戏,而在另一种版本中,如果玩家使用了比获得至少一颗星星所需的更多的移动,他们就会被迫重置关卡。我们观察到三星系统鼓励玩家使用更少的移动,每次移动花费更多时间,并更频繁地重玩已完成的关卡。我们没有观察到留存率的影响。这表明三星系统可能有助于强化HCG关卡所引入的概念,或者作为鼓励期望行为的灵活手段。
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