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Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions

机译:量化参与度:衡量玩家在人与人互动中的参与度

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摘要

This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging. Both studies involved girls enrolled in a public middle school in Central Florida that served a predominately Hispanic (greater than 80%), low-income student population. Audio-video data were coded by two raters, trained in the rating system. Self-report data were generated using measures of perceived realism, predictability and flow administered immediately after game play. Hypotheses for reliability and validity were supported: Reliability values mirrored those found in the human dyadic interaction literature. Validity was supported by factor analysis, significantly higher levels of involvement in Free Choice as compared to Feasibility Trial players, and correlations between involvement dimension sub scores and self-report measures. Results have implications for the science of both skill-training intervention research and game design.
机译:这项研究调查了使用已建立的系统来评估参与人与人之间的互动(即面对面对话)的行为线索来衡量人与人之间的互动参与的优点。一项有效的同伴抵抗能力建设模拟游戏(DRAMA-RAMA™)的可行性试验和自由选择研究的游戏性音频视频和自我报告数据用于评估评分系统在应用于人与人之间的互动时的可靠性和有效性。 “自由选择”研究使用了经过修改的游戏原型,该原型经过修改以更加吸引人。两项研究均涉及在佛罗里达州中部一所公立中学就读的女孩,这些女孩主要是西班牙裔(超过80%)低收入学生群体。音频-视频数据由两个评估者编码,并在评估系统中接受培训。自我报告数据是使用感知到的真实性,可预测性和游戏进行后立即执行的流程生成的。支持可靠性和有效性的假设:可靠性值反映了人类二元互动文献中的值。有效性得到因素分析的支持,与可行性试验参与者相比,自由选择的参与水平明显更高,以及参与维度子分数与自我报告测度之间的相关性。结果对技能培训干预研究和游戏设计的科学意义重大。

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