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The effect of different difficulty adaptation strategies on enjoyment and performance in a serious game for memory training

机译:在认真的记忆训练游戏中,不同的难度适应策略对娱乐和性能的影响

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Among the approaches used to make serious games and learning environments enjoyable, two important ones are 1) adapting task difficulty to match user performance, which leverages the theories of zone of proximal development and flow and 2) providing a high degree of control and choice, which uses constructs from self-determination theory. However, it is not clear whether the two approaches lead to similar results or whether focusing on performance may lead to suboptimal enjoyment. This is relevant since, in addition to being performance-oriented, serious games and learning environments also need to be enjoyable to be effective. To address this issue, we evaluated two kinds of difficulty adaptation in a simple memory training game: one adaptation based solely on difficulty-performance matching and the other based solely on providing a high degree of control/choice. Our results suggest that neither approach is optimal: players enjoyed themselves the most in the control/choice mode, but performed the best in the difficulty-performance matching mode. Player behavior in the game suggests that a trade-off between maximizing performance and maximizing enjoyment could be achieved by a combination of the two approaches. However, long-term studies would be required to determine whether such a combination could indeed be effective.
机译:在使严肃的游戏和学习环境令人愉悦的方法中,有两个重要的方法:1)调整任务难度以匹配用户性能,这利用了近端开发和流程区域的理论; 2)提供了高度的控制和选择权,它使用自决理论的构想。但是,尚不清楚这两种方法是否会导致相似的结果,或者专注于性能是否会导致次优的享受。这是有意义的,因为除了以性能为导向之外,严肃的游戏和学习环境也必须是令人愉快的才能有效。为了解决这个问题,我们在一个简单的记忆训练游戏中评估了两种难度适应性:一种完全基于难度性能匹配的适应性,另一种完全基于提供高度控制/选择的适应性。我们的结果表明,这两种方法都不是最佳方法:玩家在控制/选择模式下最享受自我,而在难度/表现匹配模式下表现最佳。游戏中的玩家行为表明,可以通过两种方法的组合来实现最大化性能和最大化享受之间的权衡。但是,需要进行长期研究来确定这种组合是否确实有效。

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