摄像机视角和训练时间对严肃电子游戏训练决策的影响

Elizabeth S. Veinott, James Leonard, E. Papautsky, B. Perelman, A. Stankovic, Jared Lorince, Jared M. Hotaling, Travis L. Ross, P. Todd, Edward Castronova, J. Busemeyer, C. Hale, R. Catrambone, E. Whitaker, Olivia Fox, J. Flach, R. Hoffman
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引用次数: 16

摘要

在本文中,我们研究了三个电子游戏变量的影响:摄像机视角(第一人称与第三人称)、会话持续时间和重复游戏对训练参与者减轻三种认知偏差的影响。我们开发了一个70分钟的3D沉浸式视频游戏作为实验测试平台。163名参与者要么观看了指导决策视频,要么玩了四个版本的游戏之一。每个参与者的学习是通过比较他或她的测试后和测试前的偏见知识和减轻偏见的能力得分来评估的。结果表明,在两段时间内重复玩游戏对学习效果的改善最大,并且在减轻偏见方面比教学决策视频和单段游戏更有效。令人惊讶的是,课程持续时间并没有提高学习效果,第三人称视角的学习效果好坏参半。总的来说,电子游戏确实提高了参与者的学习能力,并减轻了三种认知偏见。讨论了视频游戏对训练的影响。
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The effect of camera perspective and session duration on training decision making in a serious video game
In this paper, we examine the effects of three video game variables: camera perspective (1st person versus 3rd person), session duration, and repeated play on training participants to mitigate three cognitive biases. We developed a 70 minute, 3D immersive video game for use as an experimentation test bed. One-hundred and sixty three participants either watched an instructional decision video or played one of the four versions of the game. Each participant's learning was assessed by comparing his or her post-test scores and pre-test scores for knowledge of the biases and ability to mitigate them. Results indicated that repeated game play across two sessions produced the largest improvement in learning, and was more effective than the instructional decision video and single session game for mitigating biases. Surprisingly, session duration did not improve learning, and results were mixed for the third person perspective improved learning. Overall, the video game did improve participant's ability to learn and to mitigate three cognitive biases. Implications for training using video game are discussed.
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