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EXPLORING PEAK-END EFFECTS IN PLAYER AFFECT THROUGH HEARTHSTONE

机译:探索玩家通过炉尾的峰值效应

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Peak-end theory suggests that when remembering an experience, people tend to focus on the moments of highest emotional variance and the last moments of the experience. In this paper, we study whether peak-end effects occur in gaming experiences, by comparing real-time to retrospective measurements of player affect. We ran an experiment where each of 26 participants played two games of Hearthstone while their affective state was monitored in real time through self-reporting and facial expression recognition. Additionally, participants submitted a retrospective report on their emotions 24 hours after the experiment took place. Strong correlation was found between the self-reported peak-end and retrospective emotion values, while no correlation was found between the retrospective self-reports and player facial expressions. The results of this study validate that the peak-end rule can be leveraged in order to identify players' retrospective emotions towards a game experience.
机译:峰终端理论表明,在记住经验时,人们倾向于关注最高情感方差和过去的经验时刻。 在本文中,我们研究了通过比较玩家影响的实时对追溯测量的实时对游戏体验的峰值效应。 我们运行了一个实验,其中26名参与者中的每一个都在经过自我报告和面部表情识别时实时监测了他们的情感状态。 此外,参与者在实验发生后24小时提交了一个关于他们的情绪的回顾报告。 自我报告的峰顶和回顾性情绪值之间发现了强烈的相关性,同时在回顾性自我报告和球员面部表情之间没有发现任何相关性。 本研究的结果验证了峰值终端规则可以利用,以便识别对游戏经验的回顾性情绪。

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