竞争对认知游戏有效性的影响

Sheyda Mirzakhani, Hadi Moradi
{"title":"竞争对认知游戏有效性的影响","authors":"Sheyda Mirzakhani, Hadi Moradi","doi":"10.1109/ISGS54702.2021.9685013","DOIUrl":null,"url":null,"abstract":"Video game cognitive training has been at the forefront of cognitive therapy and empowerment in the last decade. However, most cognitive video games lack the attractiveness of entertainment video games. Consequently, there has been limited use of these cognitive video games. In this paper, we investigate the effect of using the competition gamification element to improve the attractiveness of cognitive games. Two competitive environments, i.e., face-to-face and leaderboard-based environments, are implemented and tested on two cognitive video games. The effects of these environments, compared to the basic environment of playing cognitive video games, are evaluated through a questionnaire and analyzing the performance of the players in the games. The results show a significant difference between the competitive environments and the basic ones in several criteria. Also, the anxiety of the players in the competitive environments is evaluated, showing no significant effect on the players. The results suggest that using competition may increase the use of cognitive video games and increase their effect on cognitive factors.","PeriodicalId":442172,"journal":{"name":"2021 International Serious Games Symposium (ISGS)","volume":"79 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"The Impact of Competition on the Effectiveness of Cognitive Games\",\"authors\":\"Sheyda Mirzakhani, Hadi Moradi\",\"doi\":\"10.1109/ISGS54702.2021.9685013\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Video game cognitive training has been at the forefront of cognitive therapy and empowerment in the last decade. However, most cognitive video games lack the attractiveness of entertainment video games. Consequently, there has been limited use of these cognitive video games. In this paper, we investigate the effect of using the competition gamification element to improve the attractiveness of cognitive games. Two competitive environments, i.e., face-to-face and leaderboard-based environments, are implemented and tested on two cognitive video games. The effects of these environments, compared to the basic environment of playing cognitive video games, are evaluated through a questionnaire and analyzing the performance of the players in the games. The results show a significant difference between the competitive environments and the basic ones in several criteria. Also, the anxiety of the players in the competitive environments is evaluated, showing no significant effect on the players. The results suggest that using competition may increase the use of cognitive video games and increase their effect on cognitive factors.\",\"PeriodicalId\":442172,\"journal\":{\"name\":\"2021 International Serious Games Symposium (ISGS)\",\"volume\":\"79 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-11-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 International Serious Games Symposium (ISGS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISGS54702.2021.9685013\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 International Serious Games Symposium (ISGS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISGS54702.2021.9685013","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

在过去十年中,电子游戏认知训练一直处于认知治疗和赋权的前沿。然而,大多数认知电子游戏缺乏娱乐电子游戏的吸引力。因此,这些认知电子游戏的使用受到限制。本文探讨了运用竞争游戏化元素提高认知游戏吸引力的效果。我们在两款认知电子游戏中执行并测试了两种竞争环境,即面对面和基于排行榜的环境。与玩认知电子游戏的基本环境相比,这些环境的影响是通过问卷调查和分析玩家在游戏中的表现来评估的。结果表明,竞争环境与基本环境在若干指标上存在显著差异。同时,对运动员在竞争环境中的焦虑进行了评估,结果显示对运动员没有显著影响。结果表明,使用竞争可能会增加认知电子游戏的使用,并增加其对认知因素的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
The Impact of Competition on the Effectiveness of Cognitive Games
Video game cognitive training has been at the forefront of cognitive therapy and empowerment in the last decade. However, most cognitive video games lack the attractiveness of entertainment video games. Consequently, there has been limited use of these cognitive video games. In this paper, we investigate the effect of using the competition gamification element to improve the attractiveness of cognitive games. Two competitive environments, i.e., face-to-face and leaderboard-based environments, are implemented and tested on two cognitive video games. The effects of these environments, compared to the basic environment of playing cognitive video games, are evaluated through a questionnaire and analyzing the performance of the players in the games. The results show a significant difference between the competitive environments and the basic ones in several criteria. Also, the anxiety of the players in the competitive environments is evaluated, showing no significant effect on the players. The results suggest that using competition may increase the use of cognitive video games and increase their effect on cognitive factors.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
ISGS2021 Scientific Committee list Impact Assessment as a new horizon for assessing the game's intervention: A framework for the impact assessment of educational games International Serious Games Symposium (ISGS) A web-based gamification of upper extremity robotic rehabilitation Identifying Factors Affecting the Empathy of Players in Serious Games
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1