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A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation

机译:两人严肃游戏人际互动的一种简短量度:问卷验证

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Background Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for everyone, and the user experience in competitive and cooperative serious games depends on many factors. One important factor is the verbal interaction between players, but the effect of this factor has not been extensively studied because of the lack of a validated measurement tool. Objective This paper aimed to validate a brief questionnaire that measures the verbal interaction between 2 players of a serious game. The questionnaire consists of 8 questions pertaining to the amount of conversation, its valence (positive or negative emotion), and its game relatedness. Methods The questionnaire was validated with 30 pairs of participants who played a competitive serious game for 10 min while being recorded with cameras. The questionnaire was filled out by both participants, an in-person observer, and 2 members of our research group who watched the videos. Results from these raters were used to develop questionnaire instructions, and the finalized questionnaire was given to 2 additional raters who were trained on 5 videos and then rated the other 25 videos independently. Results The questionnaire’s interrater reliability is excellent for the amount of conversation and its game relatedness (intraclass correlation coefficients [ICCs] above 0.9). Interrater reliability is fair to good for conversation valence (ICCs between 0.4 and 0.7). We believe that the lower interrater reliability for valence is primarily because of a limited spread of valence values in our sample. Furthermore, questionnaire ratings were significantly correlated with players’ personality characteristics (eg, amount of conversation was correlated with extraversion) and pressure/tension experienced in the competitive game. Conclusions The validated questionnaire has the potential to be a useful tool for studying user experience in competitive and cooperative serious games. Furthermore, it could be adapted for other applications such as entertainment games. However, it has only been validated with unimpaired university students in a 2-player competitive serious game and should next be validated with different target populations (eg, stroke survivors) and different game designs (eg, cooperative games).
机译:背景技术竞争性和合作性严肃游戏在诸如康复和教育等领域越来越受欢迎,并且比单人游戏具有若干潜在优势。但是,它们并不适合所有人,并且在竞争性和合作性严肃游戏中的用户体验取决于许多因素。一个重要因素是参与者之间的语言互动,但是由于缺乏经过验证的测量工具,因此尚未广泛研究此因素的影响。目的本文旨在验证一个简短的调查表,该调查表可衡量一个严重游戏的两名玩家之间的言语互动。问卷由8个问题组成,涉及对话的数量,其效价(正或负情绪)及其游戏相关性。方法对问卷进行了验证,共有30对参与者参加了认真的比赛,比赛时用相机记录了10分钟。两位参与者,一名现场观察员和观看视频的我们研究小组的2名成员都填写了问卷。这些评估者的结果被用于制定问卷说明,最终的问卷被提供给另外两个评估者,他们接受了5个视频的培训,然后分别对其他25个视频进行了评分。结果问卷的界面可靠性在对话量和游戏相关性(类内相关系数[ICC]高于0.9)方面非常出色。对话者间的信度对于会话价(ICC在0.4到0.7之间)是公平的。我们认为价位间较低的置信度可靠性主要是因为在我们的样本中价位值的分布有限。此外,问卷调查评分与玩家的性格特征(例如谈话量与性格外向相关)以及在竞争性游戏中经历的压力/紧张程度显着相关。结论经验证的问卷有可能成为研究竞争性和合作性严肃游戏中用户体验的有用工具。此外,它可以适用于其他应用程序,例如娱乐游戏。然而,它仅在两人竞争的严肃游戏中被未受损的大学生验证过,接下来应在不同的目标人群(例如中风幸存者)和不同的游戏设计(例如合作游戏)中进行验证。

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