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Cultural Insights in Souls-Like Games: Analyzing Player Behaviors, Perspectives, and Emotions Across a Multicultural Context 类灵魂游戏中的文化洞察:分析多元文化背景下玩家的行为、观点和情感
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-02-15 DOI: 10.1109/TG.2024.3366239
Sicheng Pan;Gary J. W. Xu;Kun Guo;Seop Hyeong Park;Hongliang Ding
Souls-like games are one of the most popular and emerging genres in the contemporary gaming world. This study compared the behavioral characteristics, perspectives, and emotional expressions of players in Souls-like games from different cultural backgrounds, specifically examining the distinctions and commonalities among them. Natural language processing techniques were employed to analyze English, Chinese, and Russian reviews of 17 Souls-like games to investigate players' gaming experiences, including gameplay behaviors, game evaluations, and emotional experiences. The findings revealed significant disparities among players from different cultures in all three aspects of their engagement with Souls-like games. Specifically, these players exhibited significant culture-related variations in their behavioral characteristics toward Souls-like games. In terms of perspectives, English-speaking players tended to focus more on game optimization, whereas Chinese and Russian players paid greater attention to game combat design. Regarding emotional expressions, Chinese players were more prone to exhibit emotions of anger and disgust, while English and Russian players displayed a more neutral emotional stance. These cultural insights provide valuable information for game developers to better meet the needs and expectations of players from different cultural backgrounds. This study not only broadens our understanding of player behaviors and cultural influences but also lends robust support to cross-cultural gaming research.
《灵魂》类游戏是当代游戏世界中最受欢迎的新兴游戏类型之一。本研究比较了来自不同文化背景的《灵魂》类游戏玩家的行为特征、视角和情感表达,特别考察了它们之间的区别和共性。采用自然语言处理技术分析17款《灵魂》类游戏的英文、中文和俄文评论,调查玩家的游戏体验,包括游戏行为、游戏评价和情感体验。研究结果显示,不同文化背景的玩家在这三个方面对《灵魂》类游戏的投入存在显著差异。具体来说,这些玩家对《灵魂》类游戏的行为特征表现出显著的文化差异。从视角来看,英语玩家更关注游戏优化,而中国和俄罗斯玩家更关注游戏战斗设计。在情绪表达方面,中国选手更倾向于表现出愤怒和厌恶的情绪,而英国和俄罗斯选手则表现出更为中性的情绪姿态。这些文化洞察为游戏开发者提供了有价值的信息,帮助他们更好地满足来自不同文化背景的玩家的需求和期望。这项研究不仅拓宽了我们对玩家行为和文化影响的理解,也为跨文化游戏研究提供了强有力的支持。
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引用次数: 0
GamiDOC: The Importance of Designing Gamification in a Proper Way GamiDOC:正确设计游戏化的重要性
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-02-08 DOI: 10.1109/tg.2024.3364061
Simone Bassanelli, Antonio Bucchiarone, Federica Gini
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引用次数: 0
Examining the Usability of the Moirai Serious Game Authoring Platform 检验 Moirai 严肃游戏制作平台的可用性
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-01-31 DOI: 10.1109/tg.2024.3360918
Andrei Torres, Bill Kapralos, Adam Dubrowski
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引用次数: 0
BaziGooshi: A Hybrid Model of Reinforcement Learning for Generalization in Gameplay BaziGooshi:游戏泛化的强化学习混合模型
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-01-31 DOI: 10.1109/TG.2024.3355172
Sara Karimi;Sahar Asadi;Amir H. Payberah
While reinforcement learning (RL) is gaining popularity in gameplay, creating a generalized RL model is still challenging. This study presents BaziGooshi, a generalized RL solution for games, focusing on two different types of games: 1) a puzzle game Candy Crush Friends Saga and 2) a platform game Sonic the Hedgehog Genesis. BaziGooshi rewards RL agents for mastering a set of intrinsic basic skills as well as achieving the game objectives. The solution includes a hybrid model that takes advantage of a combination of several agents pretrained using intrinsic or extrinsic rewards to determine the actions. We propose an RL-based method for assigning weights to the pretrained agents. Through experiments, we show that the RL-based approach improves generalization to unseen levels, and BaziGooshi surpasses the performance of most of the defined baselines in both games. Also, we perform additional experiments to investigate further the impacts of using intrinsic rewards and the effects of using different combinations in the proposed hybrid models.
虽然强化学习(RL)在游戏中越来越受欢迎,但创建一个通用的 RL 模型仍然具有挑战性。本研究针对两种不同类型的游戏:1)益智游戏《糖果粉碎朋友传奇》;2)平台游戏《刺猬索尼克:创世纪》,提出了一种适用于游戏的通用强化学习解决方案--BaziGooshi。BaziGooshi 对掌握一系列内在基本技能和实现游戏目标的 RL 代理进行奖励。该解决方案包括一个混合模型,该模型综合利用了多个使用内在或外在奖励进行预训练的代理来决定行动。我们提出了一种基于 RL 的方法,用于为预先训练好的代理分配权重。通过实验,我们发现基于 RL 的方法提高了对未知水平的泛化能力,BaziGooshi 在两个游戏中的表现都超过了大多数已定义基线的表现。此外,我们还进行了其他实验,以进一步研究在所提出的混合模型中使用内在奖励的影响和使用不同组合的效果。
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引用次数: 0
Rulebook: An Architectural Pattern for Self-Amending Mechanics in Digital Games 规则手册:数字游戏中自我完善机制的架构模式
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-01-29 DOI: 10.1109/TG.2024.3359439
Wilson Kazuo Mizutani;Fabio Kon
Mechanics are one of the pillars of gameplay, enabled by the underlying implementation of the game and subject to constant changes during development. In particular, self-amending mechanics adjust themselves dynamically and are a common source of coupled code. The Rulebook is an architectural pattern that generalizes how developers prevent coupled code in self-amending mechanics, based on a careful research process including a systematic literature review, semistructured interviews with professional developers, and quasi-experiments. The pattern codifies changes to the game state as “effect” objects, which it matches against a dynamic pool of rules. Each rule may amend, resolve, or chain effects. By preventing the control flow of the game from becoming coupled to the specific interactions of mechanics while also promoting an extensible and flexible structure for self-amendment, our solution reduces the time developers need to iterate on the design of mechanics. This article details the Rulebook pattern and presents a case study demonstrating its design process in three different implementations of open-source jam games. Together with the typification of self-amending mechanics, this article formalizes a novel, state-of-the-art toolset for architecting games.
机制是游戏玩法的支柱之一,由游戏的底层实现实现,并在开发过程中不断变化。特别是,自修正机制会动态调整自身,是耦合代码的常见来源。规则手册是一种架构模式,它概括了开发人员如何防止自修正机制中的耦合代码,其基础是一个细致的研究过程,包括系统的文献回顾、对专业开发人员的半结构化访谈以及准实验。该模式将游戏状态的变化编码为 "效果 "对象,并与动态规则库进行匹配。每条规则都可以修正、解决或连锁效应。通过防止游戏的控制流与机制的特定交互耦合,同时促进可扩展和灵活的自我修正结构,我们的解决方案减少了开发人员迭代机制设计所需的时间。本文详细介绍了 "规则手册 "模式,并通过一个案例研究展示了该模式在三个不同的开源干扰游戏中的设计过程。结合自修正机制的类型化,本文正式提出了一种新颖、先进的游戏架构工具集。
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引用次数: 0
Countdown VR: a Serious Game in Virtual Reality to Develop Mental Computation Skills 倒计时 VR:培养心理计算能力的虚拟现实严肃游戏
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-01-23 DOI: 10.1109/tg.2024.3357452
Hubert Cecotti, Mathilde Leray, Michael Callaghan
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引用次数: 0
A Systematic Review of Model-Driven Game Development Studies 对模型驱动游戏开发研究的系统回顾
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-01-19 DOI: 10.1109/tg.2024.3356408
Amirreza Payandeh, Mohammadreza Sharbaf, Shekoufeh Kolahdouz Rahimi
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引用次数: 0
Searching Bug Instances in Gameplay Video Repositories 在游戏视频库中搜索错误实例
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-01-17 DOI: 10.1109/TG.2024.3355285
Mohammad Reza Taesiri;Finlay Macklon;Sarra Habchi;Cor-Paul Bezemer
Gameplay videos offer valuable insights into player interactions and game responses, particularly data about game bugs. Despite the abundance of gameplay videos online, extracting useful information remains a challenge. This article introduces a method for searching and extracting relevant videos from extensive video repositories using English text queries. Our approach requires no external information, like video metadata; it solely depends on video content. Leveraging the zero-shot transfer capabilities of the contrastive language–image pretraining model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset, comprising 26 954 videos from 1873 games that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple and compound queries, indicating that our method is useful for detecting objects and events in gameplay videos. Moreover, we assess the effectiveness of our method by analyzing a carefully annotated dataset of 220 gameplay videos. The results of our study demonstrate the potential of our approach for applications, such as the creation of a video search tool tailored to identifying video game bugs, which could greatly benefit quality assurance teams in finding and reproducing bugs.
游戏视频为玩家互动和游戏反应提供了宝贵的见解,尤其是有关游戏错误的数据。尽管网上有大量游戏视频,但提取有用信息仍是一项挑战。本文介绍了一种使用英文文本查询从大量视频库中搜索和提取相关视频的方法。我们的方法不需要视频元数据等外部信息,只依赖于视频内容。利用对比语言-图像预训练模型的零镜头转移功能,我们的方法不需要任何数据标记或训练。为了评估我们的方法,我们展示了 GamePhysics 数据集,其中包括从 Reddit 网站 GamePhysics 部分收集的来自 1873 款游戏的 26 954 个视频。在对简单和复合查询的广泛分析中,我们的方法显示出了良好的效果,表明我们的方法有助于检测游戏视频中的对象和事件。此外,我们还通过分析精心注释的 220 个游戏视频数据集来评估我们方法的有效性。我们的研究结果证明了我们的方法在应用方面的潜力,例如创建一个专门用于识别视频游戏错误的视频搜索工具,这将极大地有利于质量保证团队发现和复制错误。
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引用次数: 0
Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games 拼凑表演:合作式、参与式研究--通过设计改善游戏的多样性
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-01-02 DOI: 10.1109/TG.2023.3349369
Daniel L. Gardner;LouAnne Boyd;Reginald T. Gardner
Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player or user-experience research, usability, and any consideration of how people interface with their technology are exercised through inclusive and intersectional lenses. Previous research has identified how character configuration interfaces preface white-male defaults (Gardner and Tanenbaum 2018), (Gardner and Tanenbaum 2021), and (Mastro and Behm-Morawitz 2005). This study relies on 1-on-1 play interviews where diverse participants attempt to create “themselves” in a series of games and on group design activities to explore how participants may envision more inclusive character configuration interface design. Our interview findings describe specific points of tension in the process of creating characters in existing interfaces and the sketches participants–collaborators produced to challenge the homogeneity of current interface designs. This project amplifies the perspective of diverse participants–collaborators to provide constructive implications and a series of principles for designing more inclusive character configuration interfaces, which support more diverse stories and gameworlds by reconfiguring the constraints that shape those stories and gameworlds.
数字游戏是一个价值数十亿美元的产业,其生产和消费遍及全球。游戏中的代表性是一个日益重要的话题。随着创造和消费游戏媒介的人越来越多样化,玩家或用户体验研究、可用性以及对人们如何与他们的技术进行交互的任何考虑,都必须通过包容性和交叉性的视角来进行。之前的研究已经确定了角色配置界面是如何预设白人-男性默认设置的(Gardner and Tanenbaum 2018)、(Gardner and Tanenbaum 2021)和(Mastro and Behm-Morawitz 2005)。本研究通过一对一游戏访谈,让不同参与者尝试在一系列游戏中创造 "自己",并通过小组设计活动,探讨参与者如何设想更具包容性的角色配置界面设计。我们的访谈结果描述了在现有界面中创建角色过程中的具体紧张点,以及参与者--合作者为挑战当前界面设计的单一性而绘制的草图。本项目放大了不同参与者--合作者的观点,为设计更具包容性的角色配置界面提供了建设性的意义和一系列原则,通过重新配置塑造故事和游戏世界的约束条件,支持更多样化的故事和游戏世界。
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引用次数: 0
Video-Based Engagement Estimation of Game Streamers: An Interpretable Multimodal Neural Network Approach 基于视频的游戏流用户参与度评估:可解释的多模态神经网络方法
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2023-12-29 DOI: 10.1109/TG.2023.3348230
Sicheng Pan;Gary J. W. Xu;Kun Guo;Seop Hyeong Park;Hongliang Ding
In this article, we propose a nonintrusive and nonrestrictive multimodal deep learning model for estimating the engagement levels of game streamers. We incorporate three modalities from the streamers' videos (facial, pixel, and audio information) to train the multimodal neural network. Additionally, we introduce a novel interpretation technique that directly calculates the contribution of each modality to the model's classification performance without the need to retrain single-modality models. Experimental results demonstrate that our model achieves an accuracy of 77.2% on the test set, with the sound modality identified as a key modality for engagement estimation. By utilizing the proposed interpretation technique, we further analyze the modality contributions of the model in handling different categories and samples from various players. This enhances the model's interpretability and reveals its limitations, as well as future directions for improvement. The proposed approach and findings have potential applications in the fields of game streaming and audience analysis, as well as in domains related to multimodal learning and affective computing.
在本文中,我们提出了一种非侵入式、非限制性的多模态深度学习模型,用于估计游戏流媒体的参与度。我们结合了流媒体视频中的三种模式(面部、像素和音频信息)来训练多模态神经网络。此外,我们还引入了一种新颖的解释技术,可直接计算每种模式对模型分类性能的贡献,而无需重新训练单一模式模型。实验结果表明,我们的模型在测试集上达到了 77.2% 的准确率,其中声音模态被确定为参与度估计的关键模态。通过利用所提出的解释技术,我们进一步分析了模型在处理不同类别和来自不同玩家的样本时对模型的贡献。这增强了模型的可解释性,并揭示了其局限性以及未来的改进方向。所提出的方法和研究结果有望应用于游戏流媒体和观众分析领域,以及与多模态学习和情感计算相关的领域。
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引用次数: 0
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IEEE Transactions on Games
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