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How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load 这到底有多难?通过实时测量表现和认知负荷来评估游戏任务难度
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-04-14 DOI: 10.1177/10468781231169910
Andrew J. A. Seyderhelm, K. Blackmore
Background Serious and entertainment game designers strive to create engaging, immersive, and often, challenging games. This task involves modifying game mechanics or environments to create experiences with differing levels of challenge to meet player skill. The balance between different game mechanics or environments, and the differing levels of challenge they pose, is typically understood through iterative testing. Balance and challenge becomes increasingly important in serious games and simulation training as these games commonly need to be engaging and impart learning content. Overburdening players’ cognitive capacity with either too much gameplay challenge or learning content may reduce the educational effectiveness of the game. Aim. In this research, we develop a game-based driving simulation with different gameplay tasks to explore the impact of different types of challenges and game aesthetics on real-time cognitive load and task performance, which may inform serious game design. We also test the validity of a game-embedded real-time cognitive load measuring method. Method A total of 31 participants undertook the driving simulation experiment under three different aesthetic conditions using a within-subject experimental design. Cognitive load was measured using three different methods, and performance was measured via in-game metrics. Additionally, demographic and engagement surveys were also completed. Results Player performance and cognitive load respond differently to different types of challenge, and an appropriate level of game challenge can lower cognitive load. The embedded cognitive load measure was validated as an effective method for evaluating real-time cognitive load during gameplay. Conclusion The results demonstrate the validity of a dual measure approach for future adaptive serious games and simulation training environments combining performance and cognitive load. An easy to implement, and robust, in-game measure for cognitive load has been validated in real-world conditions. From these results, a system for dynamic difficulty adjustment is proposed tailored towards serious games and simulation.
严肃和娱乐游戏设计师致力于创造具有吸引力,沉浸感和挑战性的游戏。这项任务包括修改游戏机制或环境,以创造具有不同挑战水平的体验,以满足玩家的技能要求。不同游戏机制或环境之间的平衡,以及它们所构成的不同挑战水平,通常是通过迭代测试来理解的。平衡和挑战在严肃游戏和模拟训练中变得越来越重要,因为这些游戏通常需要具有吸引力并传授学习内容。过多的玩法挑战或学习内容使玩家的认知能力负担过重,可能会降低游戏的教育效果。的目标。在这项研究中,我们开发了一个基于游戏的驾驶模拟,其中包含不同的游戏任务,以探索不同类型的挑战和游戏美学对实时认知负荷和任务性能的影响,这可能为严肃的游戏设计提供信息。我们还测试了一种嵌入游戏的实时认知负荷测量方法的有效性。方法采用主体内实验设计,对31名被试进行三种不同审美条件下的模拟驾驶实验。认知负荷是通过三种不同的方法来衡量的,而表现则是通过游戏内部参数来衡量的。此外,还完成了人口统计和参与调查。结果玩家对不同类型挑战的表现和认知负荷有不同的反应,适当的游戏挑战水平可以降低认知负荷。嵌入式认知负荷测量被证实是评估游戏过程中实时认知负荷的有效方法。结论结合成绩和认知负荷的双重测量方法对未来的适应性严肃游戏和模拟训练环境有效。一种易于执行且稳健的游戏内认知负荷测量方法已在现实世界中得到验证。根据这些结果,提出了一种适合于严肃游戏和模拟的动态难度调整系统。
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引用次数: 1
Players Perception of the Chemistry in the Video Game No Man’s Sky 玩家对电子游戏《无人天空》中化学物质的感知
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-04-11 DOI: 10.1177/10468781231169301
Diogo Santos, Nelson Zagalo, Carla Morais
Background No Man’s Sky (NMS) is a sci-fi videogame about survival and exploration where players fly spaceships, search for elements, and use them to build, trade, and survive. Despite evolving around scientific concepts, NMS isn’t a serious game, and not all the scientific content in the game is presented with evidence. Theory and Method Looking at the interceptions between videogames and science, and moving to how science communication, both in theory and practice, can be explored within the videogame’s paradigm, a survey was developed to better understand how NMS players perceive the scientific content in the game. Aims Are players aware of the scientific content and how it is presented in NMS? Can they decipher it, question it and understand it under real-world rules? With the data collected from 124 respondents from 23 countries, we aim to better understand how an entertainment videogame can potentially help scientists, educators, and science communicators reach a growing, evolving, vibrant, diverse, and demanding audience. Results Players seem aware of the scientific content in NMS, with a positive attitude through it. But players showed problems identifying what is right and wrong, while also pointing to the idea that every videogame that deals with science should strive to treat it with evidence. 57% of the respondents answered that NMS motivated them to know more about chemistry, with more than 35% revealing that they learned something new and understood the role of some scientific fundaments in certain real-world situations like new energy sources, biomes, or the role of carbon and oxygen. Discussion and Conclusion With the growth of the videogames’ audience, educators, science communicators, scientists, and policymakers can find in the medium – in any shape or form – a fun and interactive ally to engage with younger audiences and promote dialogues that can be transformative around scientific topics.
背景无人天空(NMS)是一款关于生存和探索的科幻视频游戏,玩家驾驶宇宙飞船,寻找元素,并利用它们来建造、交易和生存。尽管围绕着科学概念不断发展,NMS并不是一个严肃的游戏,也不是游戏中的所有科学内容都有证据。理论和方法着眼于电子游戏和科学之间的拦截,并转向如何在电子游戏的范式中探索科学交流,进行了一项调查,以更好地了解NMS玩家如何感知游戏中的科学内容。目的玩家知道NMS中的科学内容以及它是如何呈现的吗?他们能在现实世界的规则下破译、质疑和理解它吗?通过收集来自23个国家的124名受访者的数据,我们旨在更好地了解娱乐视频游戏如何潜在地帮助科学家、教育工作者和科学传播者接触到不断增长、不断发展、充满活力、多样化和要求苛刻的受众。结果玩家似乎意识到NMS中的科学内容,并对此持积极态度。但玩家在识别对错方面存在问题,同时也指出,每一款涉及科学的视频游戏都应该努力用证据来对待它。57%的受访者回答说,NMS促使他们更多地了解化学,超过35%的受访者表示,他们学到了一些新东西,并理解了一些科学基础在某些现实世界中的作用,如新能源、生物群落或碳和氧的作用。讨论和结论随着电子游戏受众的增长,教育工作者、科学传播者、科学家和政策制定者可以在任何形式的媒体中找到一个有趣的互动盟友,与年轻观众互动,促进围绕科学主题的变革性对话。
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引用次数: 0
Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation 作为教学和学习媒介的数字游戏:批判性评估的模板
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-27 DOI: 10.1177/10468781231166213
H. Pötzsch, Therese Holt Hansen, E. Hammar
Background Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation. Theory and Method Based on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundational games research and put key insights to practical use in the planning and preparation of videogame-based teaching sessions. Aims We develop a template for the evaluation of videogames as tools for and objects of teaching and learning to facilitate critical uses of these technologies in schools and other educational settings. Results We present a template for critical evaluation to facilitate the use of videogames for educational endeavors. The template distinguishes between videogames as tools for and objects of teaching and learning and is structured along the game ontological dimensions of 1) sign system, 2) rules and mechanics, 3) materiality and 4) players, and includes aspects of both representation and simulation. This way, we disentangle a complex phenomenon and make its components amendable for critical analysis and constructive intervention. Discussion and Conclusion We offer illustrating examples for how the template can be used to assess the usability of specific titles in education and discuss advantages and disadvantages. Finally, we suggest steps for implementation and further improvement.
背景电子游戏可以成为教学和学习的有用工具。为了规划教育用途,教师和学校领导需要在实施前对特定头衔的潜在好处和可能存在的问题进行严格评估。理论和方法基于游戏本体论模型,我们确定了游戏研究中的显著研究领域,并利用这些领域构建了评估模板。通过这种方式,我们将基础游戏研究付诸实践,并将关键见解应用于基于视频游戏的教学课程的规划和准备中。我们开发了一个评估视频游戏的模板,将其作为教学工具和对象,以促进这些技术在学校和其他教育环境中的关键使用。结果我们提供了一个批判性评估模板,以促进视频游戏在教育工作中的使用。该模板区分了作为教学工具和对象的视频游戏,并按照游戏本体论维度构建,即1)符号系统,2)规则和机制,3)物质性和4)玩家,包括表示和模拟两个方面。通过这种方式,我们解开了一个复杂的现象,并使其组成部分可以进行批判性分析和建设性干预。讨论和结论我们提供了示例,说明如何使用该模板来评估特定标题在教育中的可用性,并讨论其优缺点。最后,我们提出了实施和进一步改进的步骤。
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引用次数: 0
An Examination of Memory Performance in a Fearful Virtual Reality Gaming Context 在恐惧的虚拟现实游戏环境中对记忆性能的检验
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-23 DOI: 10.1177/10468781231166249
L. Lo, C. L. Ip
Background The emotion of fear bears a survival significance enabling animals to be highly vigilant in contexts of uncertainty. Expectedly, not all information available in the environment can be processed. Given that a major goal is to get rid of the source of fear in a fearful situation, the current study therefore hypothesized that information relating to the fear source would be better attended to and recalled than contextual information, which was validated by comparing participants’ recall of different types of information presented in a fearful VR gaming context. Methodology Fifty-four participants were divided into two groups and finished a specific segment of a VR game with different fear levels. Results No significant difference in recall performance on the questions about the appearance of the fear source and the questions about the interaction with the source was observed between the fear and less-fear groups. Yet, contextual information was better recalled than information related to the fear source in both groups. Regardless of whether the contextual information was provided beforehand or not, participants still tended to focus primarily on the environment in the gameplay. Also, the immersiveness of the gameplay was positively related to participants’ fear level. Discussion The tendency of attending to contextual information was speculated to be unconditional, in line with the risk calculation observed in prey when situated in less familiar contexts. It was suggested to further validate the present primarily findings by adopting VR headset with eye-tracking function in future studies. Lastly, an understanding of fear’s effect on memorization might also provide some information for developing future survival horror games.
背景恐惧情绪具有生存意义,使动物能够在不确定的环境中保持高度警惕。不出所料,并不是所有环境中可用的信息都能被处理。鉴于主要目标是在恐惧的情况下摆脱恐惧源,因此,当前的研究假设,与情境信息相比,与恐惧源相关的信息会得到更好的关注和回忆,这一点通过比较参与者对恐惧的VR游戏情境中呈现的不同类型信息的回忆得到了验证。方法54名参与者被分为两组,以不同的恐惧水平完成VR游戏的特定片段。结果恐惧组和恐惧程度较低组在关于恐惧源出现的问题和关于与恐惧源互动的问题上的回忆表现没有显著差异。然而,在两组中,情境信息比与恐惧源相关的信息更容易被回忆起来。无论上下文信息是否事先提供,参与者仍然倾向于主要关注游戏中的环境。此外,游戏的沉浸感与参与者的恐惧水平呈正相关。讨论关注上下文信息的趋势被推测为无条件的,这与在不太熟悉的上下文中观察到的猎物的风险计算一致。建议在未来的研究中通过采用具有眼动追踪功能的VR耳机来进一步验证目前的主要发现。最后,了解恐惧对记忆的影响也可能为开发未来的生存恐怖游戏提供一些信息。
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引用次数: 0
Evaluation of a Postpartum Hemorrhage Escape Room: A Multisite Study 产后出血逃生室的评价:一项多地点研究
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-23 DOI: 10.1177/10468781231166016
Tamara Holland, J. Kuhnly, Michele M. Mckelvey, Jean Prast, Laurie Walter
Background The purpose of this study was to evaluate a teaching strategy that engaged baccalaureate maternity nursing students at two universities in a postpartum hemorrhage escape room. The study examined students’ attainment of knowledge, as well as teamwork, collaboration, communication, and safety. Method A mixed method study was conducted with 85 junior-level and senior-level maternity students at two universities in the Northeastern region of the United States. Participants completed a survey and attended one of 20 focus groups after completion of a healthcare simulation escape room on postpartum hemorrhage. Results Participants (95.2%) reported that the escape room helped with knowledge and skill acquisition. All of the participants reported that it was an effective team building strategy and 97.6% said it fostered communication, learning, and the ability to provide safe patient care. Participants unanimously reported that the escape room was enjoyable, an effective strategy for team building, and they would recommend it to others. Qualitative findings showed six major themes: It was Fun!, No I in Team, Escaping to Learn: Building Knowledge and Confidence, Pressure Cooker, Big Picture, and Lessons Learned. Conclusion Healthcare simulation escape rooms are an effective teaching strategy and can be used by nursing faculty to foster knowledge, teamwork, collaboration, communication and safety. Participant feedback showed high satisfaction and they felt the escape room provided a valuable learning experience.
本研究的目的是评估两所大学产科护理本科学生在产后出血逃生室的教学策略。这项研究考察了学生获得的知识,以及团队合作、协作、沟通和安全。方法采用混合方法对美国东北地区两所大学的85名初级和高级产科学生进行研究。参与者完成了一项调查,并参加了20个焦点小组中的一个,完成了产后出血的医疗模拟逃生室。结果95.2%的参与者认为密室逃生有助于他们获得知识和技能。所有的参与者都报告说这是一个有效的团队建设策略,97.6%的人说它促进了沟通、学习和提供安全病人护理的能力。参与者一致报告说,密室逃生是令人愉快的,是团队建设的有效策略,他们会把它推荐给其他人。定性调查结果显示了6个主要主题:,团队中没有我,逃避学习:建立知识和信心,高压锅,大局和经验教训。结论医疗模拟逃生室是一种有效的教学策略,可用于护理教师培养知识、团队、协作、沟通和安全意识。参与者的反馈显示出很高的满意度,他们认为密室逃生提供了宝贵的学习经验。
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引用次数: 0
On the Shoulder of the Giants for Creating a Better Future 站在巨人的肩膀上创造更美好的未来
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-22 DOI: 10.1177/10468781231166046
M. Schijven, T. Kikkawa
Dear readers of Simulation and Gaming, Considering the rich heritage of the S&G journal, our current research is much influenced by the work and legacy of our ancestors, whether consciously -or not. Reading the biographies section of our great scholars, one may trace back history and learn how the field of serious play in literature became an established area of research. When reading again, one may notice some of our ancestors referring to the board game “Diplomacy “as the first game to enter the field of serious play. This game is about negotiation and betrayal among players as representatives of countries, with in the end, only one player (country) could win. Considering the fact that it was a popular game at the time, just after WW2, this might imply that players then had a rather pessimistic worldview, i.e., one should better learn tactical negotiation and how to deal with betrayal -in order to futureproof their chances. The idea of changing the world and to make a better future using simulation/gaming was, at that time, not in their gaming portfolio. In comparison with more classic research topics found in literature, research on (digital) games and simulations is relatively new. Jane McGonigal’s legendary book “Reality is broken” (2011) is now already a classic, only a decade after its date of the publication. As we pointed out in our editorial of the December issue in 2022, Jane showed us a promising future when we are able to learn and benefit from using games. Indeed, from her perspective, games can change the world for the better. So, be its purpose or development for better or worse, the idea and motivation behind researching
亲爱的《模拟与游戏》的读者们,考虑到《S&G》杂志的丰富遗产,我们目前的研究在很大程度上受到了我们祖先的工作和遗产的影响,无论是否有意识。阅读我们伟大学者的传记部分,我们可以追溯历史,了解文学中的严肃游戏领域是如何成为一个既定的研究领域的。当再次读取时,人们可能会注意到,我们的一些祖先将棋盘游戏“外交”称为第一个进入严肃游戏领域的游戏。这个游戏是关于作为国家代表的玩家之间的谈判和背叛,最终只有一个玩家(国家)可能会赢。考虑到这是一款当时很受欢迎的游戏,就在第二次世界大战之后,这可能意味着玩家当时有一种相当悲观的世界观,即应该更好地学习战术谈判和如何应对背叛,以便在未来获得更多的机会。当时,他们的游戏产品组合中没有改变世界、利用模拟/游戏创造更美好未来的想法。与文献中更经典的研究主题相比,对(数字)游戏和模拟的研究相对较新。简·麦戈尼格尔(Jane McGonigal)的传奇著作《现实被打破》(2011)在出版仅十年后就已经成为经典。正如我们在2022年12月号的社论中指出的那样,当我们能够学习游戏并从中受益时,Jane向我们展示了一个充满希望的未来。事实上,从她的角度来看,游戏可以让世界变得更好。因此,无论其目的或发展是好是坏,研究背后的理念和动机
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引用次数: 0
The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends game 《英雄联盟》游戏空间情境解释中的认知技能
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-22 DOI: 10.1177/10468781231165616
Tymoteusz Horbiński, Krzysztof Zagata
Background League of Legends is one of the most popular video games in the world. With the help of the new initiatives of the developers and publishers (Riot Games), professional international and local tournaments were established. Riot Games also took care of establishing regional leagues, such as LCK (League of Legends Champions Korea) or LEC (League of Legends European Championship). The best teams from each region have an annual chance to compete in October / November to become the esports world champions in LoL. Watching the tournaments such as world champions, as well as amateur streams on popular platforms (Twitch, YouTube) is now trending more and more. The fact that the game (especially spatial situations) can be observed by both experts (players of this game) and non-experts (players of other games or non-players at all) creates a field for scientific research. Intervention The authors of this article wanted to establish whether or not the League of Legends game offers gamers with different levels of knowledge of the entire game and different range of cognitive skills the same interpretation of spatial situations. Methods The research was carried out in the form of a questionnaire (offline), in which respondents were supposed to watch five short videos presenting different situations during the game. Eighty-two respondents, divided into three groups, participated in the research. The Pearson chi-square test was used for the analysis of the differences between groups. Results and Discussion As a consequence of the results of this study it may be concluded that gamers on different advancement level do not present the same level of interpretation of spatial situations in the game. The authors, using the scheme of knowledge of the point, lane, and area in the construction of video questionnaire did not focus on the game as a whole, but wanted to highlight crucial elements of the entire game.
英雄联盟是世界上最受欢迎的电子游戏之一。在开发商和发行商(Riot Games)的新倡议的帮助下,专业的国际和本地比赛得以建立。Riot Games还负责建立地区联赛,如LCK(英雄联盟韩国冠军赛)或LEC(英雄联盟欧洲冠军赛)。每个地区最好的队伍每年都有机会在10月或11月参加LoL的比赛,成为电子竞技世界冠军。在流行的平台(Twitch, YouTube)上观看世界冠军等锦标赛以及业余直播现在越来越流行。专家(游戏邦注:即这款游戏的玩家)和非专家(游戏邦注:其他游戏的玩家或非玩家)都可以观察到游戏(尤其是空间情境),这一事实为科学研究创造了一个领域。这篇文章的作者想要确定的是,《英雄联盟》是否为拥有不同水平的游戏知识和不同认知技能的玩家提供了相同的空间情境解释。方法采用问卷调查的形式(线下),让被调查者观看5个呈现比赛过程中不同情境的短视频。82名受访者分为三组参与了这项研究。组间差异分析采用Pearson卡方检验。根据这项研究的结果,我们可以得出这样的结论:处于不同发展水平的玩家对游戏中空间情境的解释水平并不相同。作者在构建视频问卷时,采用了点、巷、区域的知识方案,并不是着眼于整个游戏,而是想突出整个游戏的关键元素。
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引用次数: 0
Richard D. Duke: Systems Thinker, Game Science Founder & Beloved Mentor Richard D. Duke:系统思想家,游戏科学创始人和导师
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-08 DOI: 10.1177/10468781231161955
H. Lukosch
Background This remembrance of Richard “Dick” Duke, one of the founding members of the International Simulation and Gaming Association (ISAGA), and dedicated promoter of game science, contains Duke’s contribution to the field of simulation and gaming, as a retrospective into the past, and as inspiration for the present and the future of this discipline. Duke has been a highly respected colleague, and a beloved friend for many in the scientific community. He will be remembered for his academic contributions, but more so for his commitment to support young talent, and for his aim to address societal problems in all of his doing. Purpose The goal of this article is to reflect on the work of Richard D. Duke and the influence he had and still has on the simulation and gaming research and practice community. The overview of his work illustrates his specific approach towards simulation and gaming, while the personal words of colleagues he worked with over the years combine professional and personal perspectives on the work and life of Richard D. Duke. Research Design The article presents a brief literature review along with a collection of contributions from researchers and practitioners in the field of simulation and gaming. Data Collection This obituary dos not represent a scientific article as such. However, a careful review of the articles and books of Richard D. Duke has been carried out for this article, and colleagues have contributed with their thoughts and memories. Results The overview of Richard D. Duke’s work shows how he approached simulation and gaming as a powerful form of human communication, especially suited to analyse and design complex problems. All simulation game design is driven by the purpose to represent and explore alternative solutions and future states of a given situation. Duke’s careful and detailed conceptualisation of simulation gaming as interactive language represents a wealth of information for current and future researchers and practitioners in the field of simulation and gaming. Conclusion After more than 50 years of his first publication in the field of simulation and gaming, Duke’s contributions are still highly relevant to the science and practice in this area. His ideas inspire a large number of researchers and practitioners, and his foundational work had and has a large impact on how the science of simulation and gaming has developed and still advances.
Richard“Dick”Duke是国际模拟和游戏协会(ISAGA)的创始成员之一,也是游戏科学的专门推动者,这是对Duke对模拟和游戏领域的贡献的纪念,作为对过去的回顾,以及对这一学科的现在和未来的启发。杜克是一位备受尊敬的同事,也是科学界许多人爱戴的朋友。人们会记住他的学术贡献,但更重要的是他对支持年轻人才的承诺,以及他在所有工作中解决社会问题的目标。本文的目标是反思Richard D. Duke的工作,以及他对模拟和游戏研究和实践社区的影响。他的工作概述说明了他对模拟和游戏的具体方法,而他的同事多年来的个人话语结合了对Richard D. Duke的工作和生活的专业和个人观点。本文简要回顾了模拟和游戏领域的研究人员和实践者的一些贡献。这篇讣告本身并不代表一篇科学文章。然而,为了撰写本文,我们对Richard D. Duke的文章和书籍进行了仔细的回顾,同事们也提供了他们的想法和记忆。Richard D. Duke的工作概述显示了他如何将模拟和游戏作为一种强大的人类交流形式,特别适合于分析和设计复杂问题。所有模拟游戏设计都是为了呈现和探索特定情境的替代解决方案和未来状态。杜克将模拟游戏作为一种互动语言进行了细致而详细的概念化,为当前和未来的模拟和游戏领域的研究人员和从业者提供了丰富的信息。在他在模拟和游戏领域发表第一篇文章50多年后,Duke的贡献仍然与该领域的科学和实践高度相关。他的想法激励了大量的研究人员和实践者,他的基础性工作对模拟和游戏科学的发展和发展产生了巨大的影响。
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引用次数: 0
Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre 玩家体验和乐趣:电子游戏类型差异的初步分析
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-20 DOI: 10.1177/10468781231158818
Sean Eshuis, K. Pozzebon, Andrew Allen, L. Kannis-Dymand
Introduction Player experience is the interaction between individual qualities and game attributes. It is becoming a popular topic to understand why individuals are interested in different video games. The current literature offers a range of different scales that measure similar player experience factors but often lack published validity analysis. The Player Experience Index is an empirically validated measure based on the means-end theory. The current study used this measure to analyse player experience factors and enjoyment among single-player shooter, single-player role-playing, massively multiplayer online shooter, and massively multiplayer online role-playing video games. Methods Analyses were based on a sample of 145 participants who completed an online survey. Results Results indicated that player experience factors were related to enjoyment, with differing results based on video game genre. It was also found that greater levels of enjoyment were reported by participants who preferred single-player mode of play compared to massively multiplayer online play mode, and participants who preferred single-player role-playing games indicated greater levels of enjoyment than the other three groups. Discussion While there was an uneven and small sample size for each video game category, the findings of this exploratory study highlight that further research is warranted. Future research should consider analysing the player experience for currently available and marketed video games to better understand how player experience influences enjoyment in the rapidly evolving gaming industry and its role in gaming design.
简介玩家体验是个人素质和游戏属性之间的互动。理解个人为什么对不同的电子游戏感兴趣正成为一个热门话题。目前的文献提供了一系列不同的量表来衡量类似的球员体验因素,但往往缺乏已发表的有效性分析。球员体验指数是一个基于均值-终点理论的实证检验指标。目前的研究使用这一指标来分析单人射击游戏、单人角色扮演游戏、大型多人在线射击游戏和大型多人网络角色扮演电子游戏中的玩家体验因素和乐趣。方法分析基于145名参与者的样本,他们完成了一项在线调查。结果结果表明,玩家体验因素与游戏乐趣有关,不同类型的游戏结果不同。研究还发现,与大规模多人在线游戏模式相比,更喜欢单人游戏模式的参与者表现出更高的享受水平,而更喜欢单人角色扮演游戏的参与者则比其他三组表现出更大的享受水平。讨论虽然每个电子游戏类别的样本量都不均衡且很小,但这项探索性研究的结果突出表明,有必要进行进一步的研究。未来的研究应考虑分析当前可用和营销的视频游戏的玩家体验,以更好地了解玩家体验如何影响快速发展的游戏行业中的乐趣及其在游戏设计中的作用。
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引用次数: 0
Application of Mobile-Based Games in The Rehabilitation of Stroke Survivors 手机游戏在中风幸存者康复中的应用
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-20 DOI: 10.1177/10468781231158048
Narges Norouzkhani, Mahsa Hamednia, S. Aalaei
Background Stroke, as a cerebral vascular accident, leads to brain injury which is characterized by interrupted blood flow. Indeed, impairments in the face, arms, and speech are usual symptoms of a stroke. A variety of disorders emerges after stroke, specific rehabilitation programs are used to restore the lost functions and improve the health status of the patient, mainly if they are applied early. In this study, we tried to present a comprehensive appraisal of recent findings and innovations in mobile games intended for the rehabilitation of stroke survivors. Methods Using keywords of interest including rehabilitation, stroke, mobile/computer, and application/game, a thorough search was performed in PubMed, Scopus, and Embase. Retrieved papers were scrutinized based on predefined inclusion and exclusion criteria. Results Unfortunately, due to the limitations in the resources and facilities, early rehabilitation is not feasible in most cases. However, mobile technology is a promising avenue to address this hurdle, substantiating in the early rehabilitation practices in stroke patients. Mobile games hopefully brings a bunch of valuable outcomes and benefits, such as innovation, low-cost, and exciting approaches, both in clinical and home settings. Indeed, mobile devices save time, which could be spent to improve fine motor functions, leading to the acceleration of treatment for patients who are at home after discharge from hospitals. Conclusion Acceptable motor improvement, visual perception, cognition, quality of life, satisfaction, and preferences of the patients are essential factors that should be considered in the design of these applications. It was shown that conventional strategies combined with such modern computer-based technologies might have synergistic effects on restoring the lost skills in stroke patients.
背景脑卒中是一种脑血管意外,其特点是脑损伤后血流中断。事实上,面部、手臂和言语的损伤是中风的常见症状。中风后会出现各种各样的疾病,专门的康复计划被用来恢复失去的功能并改善患者的健康状况,主要是如果早期应用的话。在这项研究中,我们试图对用于中风幸存者康复的手机游戏的最新发现和创新进行全面评估。方法检索PubMed、Scopus和Embase中感兴趣的关键词,包括康复、中风、手机/电脑和应用程序/游戏。检索到的论文根据预先确定的纳入和排除标准进行仔细审查。结果不幸的是,由于资源和设施的限制,在大多数情况下,早期康复是不可行的。然而,移动技术是解决这一障碍的一条很有前途的途径,在中风患者的早期康复实践中得到了证实。手机游戏有望在临床和家庭环境中带来一系列有价值的成果和好处,如创新、低成本和令人兴奋的方法。事实上,移动设备节省了时间,可以用来改善精细运动功能,从而加快了出院后在家的患者的治疗速度。结论患者可接受的运动改善、视觉感知、认知、生活质量、满意度和偏好是设计这些应用程序时应考虑的重要因素。研究表明,传统策略与此类现代计算机技术相结合,可能对恢复中风患者失去的技能产生协同作用。
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引用次数: 0
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