DETERMINING THE DEGREE OF PLAYER ENGAGEMENT IN A COMPUTER GAME WITH ELEMENTS OF A SOCIAL CAMPAIGN USING COGNITIVE NEUROSCIENCE TECHNIQUES

Q3 Economics, Econometrics and Finance Applied Computer Science Pub Date : 2022-12-11 DOI:10.35784/acs-2022-27
Konrad Biercewicz, M. Borawski, A. Borawska, Jarosław Duda
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Abstract

Due to the popularity of video games in various applications, including both commercial and social marketing, there is a need to assess their content in terms of player satisfaction, already at the production stage. For this purpose, the indices used in EEG tests can be used. In this publication, a formula has been created based on the player's commitment to determining which elements in the game should be improved and for which graphic emblems connected with social campaigns were more memorable and whether this was related to commitment. The survey was conducted using a 2D platform game created in Unity based on observations of 28 recipients. To evaluate the elements occurring in the game at which we obtain a higher memory for graphic characters, a corresponding pattern was created based on player involvement. The optimal Index for moving and static objects and the Index for destruction were then selected based on the feedback. Referring to the issue of graphic emblems depicting social campaigns should be placed in a place where other activities such as fighting will not be distracted, everyone will be able to reach the level where the recently placed advertisement is. This study present the developed method to determine the degree of player's engagement in particular elements in the game using the EEG and to explore the relationship between the visibility of social advertising and engagement in a 2D platform game where the player has to collect three keys and defeat the ultimate opponent. 
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利用认知神经科学技术,结合社交活动元素,确定玩家在电脑游戏中的参与度
由于电子游戏在各种应用(包括商业和社交营销)中的受欢迎程度,我们有必要在制作阶段就根据玩家满意度来评估其内容。为此目的,可以使用脑电图测试中使用的指标。在这篇文章中,我们基于玩家的承诺创造了一个公式,即决定游戏中哪些元素需要改进,哪些与社交活动相关的图像标志更令人难忘,以及这是否与玩家的承诺有关。该调查是基于对28名接受者的观察,使用Unity创建的2D平台游戏进行的。为了评估游戏中出现的元素,我们获得了更高的图形角色记忆,基于玩家参与创建了相应的模式。在此基础上,选取了最优的运动对象和静态对象指标以及最优的破坏指标。关于社会运动的图形标志的问题,应该放在一个不会干扰其他活动的地方,比如战斗,每个人都能达到最近放置广告的水平。本研究提出了一种利用EEG确定玩家对游戏中特定元素的参与程度的方法,并探讨了社交广告的可见性与玩家在2D平台游戏中的参与程度之间的关系。在2D平台游戏中,玩家必须收集三个钥匙并击败最终对手。
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
Applied Computer Science
Applied Computer Science Engineering-Industrial and Manufacturing Engineering
CiteScore
1.50
自引率
0.00%
发文量
0
审稿时长
8 weeks
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