Past Our Prime: A Study of Age and Play Style Development in Battlefield 3

S. Tekofsky, P. Spronck, M. Goudbeek, A. Plaat, Jaap van den Herik
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引用次数: 13

Abstract

In recent decades, video games have come to appeal to people of all ages. The effect of age on how people play games is not fully understood. In this paper, we delve into the question how age relates to an individual's play style. “Play style” is defined as any (set of) patterns in game actions performed by a player. Based on data from 10 416 Battlefield 3 players, we found that age strongly correlates to how people start out playing a game (initial play style), and to how they change their play style over time (play style development). Our data shows three major trends: 1) correlations between age and initial play style peak around the age of 20; 2) performance decreases with age; and 3) speed of play decreases with age. The relationship between age and play style may be explained by the neurocognitive effects of aging: as people grow older, their cognitive performance decays, their personalities shift to a more conscientious style, and their gaming motivations become less achievement-oriented.
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《战地3》的年龄和游戏风格发展研究
近几十年来,电子游戏吸引了各个年龄段的人。年龄对人们玩游戏方式的影响还没有被完全理解。在本文中,我们将深入探讨年龄与个人游戏风格之间的关系。“游戏风格”被定义为玩家在游戏中执行的任何(一组)行为模式。根据10416名《战地3》玩家的数据,我们发现年龄与人们开始玩游戏的方式(最初的游戏风格)以及他们随着时间的推移如何改变游戏风格(游戏风格发展)密切相关。我们的数据显示了三个主要趋势:1)年龄和初始游戏风格之间的相关性在20岁左右达到顶峰;2)性能随年龄增长而下降;3)游戏速度随着年龄的增长而下降。年龄和游戏风格之间的关系可以用衰老的神经认知效应来解释:随着人们年龄的增长,他们的认知表现会衰退,他们的个性会转向更认真的风格,他们的游戏动机也会变得不那么以成就为导向。
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
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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