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Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits

机译:使用以球员为中心的特质和人格特征建模动机在社交网络游戏中

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People are drawn to play different types of videogames and find enjoyment in a range of gameplay experiences. Envisaging a representative game player or persona allows game designers to personalize game content; however, there are many ways to characterize players and little guidance on which approaches best model player behavior and preference. To provide knowledge about how player characteristics contribute to game experience, we investigate how personality traits as well as player styles from the BrianHex model moderate the prediction of player motivation with a social network game. Our results show that several player characteristics impact motivation, expressed in terms of enjoyment and effort. We also show that player enjoyment and effort, as predicted by our models, impact players' in-game behaviors, illustrating both the predictive power and practical utility of our models for guiding user adaptation.
机译:人们被绘制,以播放不同类型的视频游戏,并在一系列游戏体验中找到享受。设想代表游戏玩家或角色允许游戏设计师个性化游戏内容;但是,有很多方法可以表征参与者和少的指导,该指导方法是最佳的模型运动员行为和偏好。为了提供关于玩家特征如何促进游戏经验的知识,我们调查了人格特征以及BrianHex模型的播放器风格适度,使用社交网络游戏对玩家动机的预测进行了预测。我们的研究结果表明,几种球员特征影响动机,以享受和努力表示。我们还表明,播放器享受和努力,如我们的模型,影响播放器的游戏行为,说明我们模型的预测电力和实用效用,用于指导用户适应。

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