首页> 外文期刊>JMIR Serious Games >User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study
【24h】

User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study

机译:具有动态难度调整方法的用户体验,用于情感Exergame:基于比较的实验室研究

获取原文
           

摘要

Background In affective exergames, game difficulty is dynamically adjusted to match the user’s physical and psychological state. Such an adjustment is commonly made based on a combination of performance measures (eg, in-game scores) and physiological measurements, which provide insight into the player’s psychological state. However, although many prototypes of affective games have been presented and many studies have shown that physiological measurements allow more accurate classification of the player’s psychological state than performance measures, few studies have examined whether dynamic difficulty adjustment (DDA) based on physiological measurements (which requires additional sensors) results in a better user experience than performance-based DDA or manual difficulty adjustment. Objective This study aims to compare five DDA methods in an affective exergame: manual (player-controlled), random, performance-based, personality-performance–based, and physiology-personality-performance–based (all-data). Methods A total of 50 participants (N=50) were divided into five groups, corresponding to the five DDA methods. They played an exergame version of Pong for 18 minutes, starting at a medium difficulty; every 2 minutes, two game difficulty parameters (ball speed and paddle size) were adjusted using the participant’s assigned DDA method. The DDA rules for the performance-based, personality-performance–based, and all-data groups were developed based on data from a previous open-loop study. Seven physiological responses were recorded throughout the sessions, and participants self-reported their preferred changes to difficulty every 2 minutes. After playing the game, participants reported their in-game experience using two questionnaires: the Intrinsic Motivation Inventory and the Flow Experience Measure. Results Although the all-data method resulted in the most accurate changes to ball speed and paddle size (defined as the percentage match between DDA choice and participants’ preference), no significant differences between DDA methods were found on the Intrinsic Motivation Inventory and Flow Experience Measure. When the data from all four automated DDA methods were pooled together, the accuracy of changes in ball speed was significantly correlated with players’ enjoyment ( r =0.38) and pressure ( r =0.43). Conclusions Although our study is limited by the use of a between-subjects design and may not generalize to other exergame designs, the results do not currently support the inclusion of physiological measurements in affective exergames, as they did not result in an improved user experience. As the accuracy of difficulty changes is correlated with user experience, the results support the development of more effective DDA methods. However, they show that the inclusion of physiological measurements does not guarantee a better user experience even if it yields promising results in offline cross-validation.
机译:背景技术在情感的Exergames中,动态调整游戏难度以匹配用户的身体和心理状态。这种调整通常是基于性能措施(例如,游戏中得分)和生理测量的组合,这提供了进入玩家的心理状态的洞察力。然而,虽然已经提出了许多情感游戏的原型,但许多研究表明,生理测量允许比性能措施更准确地分类,而不是基于生理测量的动态难度调整(DDA)的研究,但是其他传感器)导致比基于性能的DDA或手动难度调整更好的用户体验。目的本研究旨在比较5个DDA方法在情感Exergame:手动(播放器控制),随机,基于性能,个性性绩效和基于生理性能的(ALL-DATA)中的(ALL-DATA)。方法将50名参与者(n = 50)分为五组,对应于五个DDA方法。他们在中等难度开始,他们扮演了一个乒乓球的Exergame版本18分钟;每2分钟一次,使用参与者分配的DDA方法调整两个游戏难度参数(球速和桨尺寸)。基于绩效的基于性格的基于性格的基于绩效的DDA规则和All-Data组基于来自先前的开环研究的数据开发。在整个会议上记录了七种生理反应,并将参与者自我报告他们的首选变更每2分钟难以困难。玩游戏后,参与者报告了他们使用两个问卷的游戏内经验:内在动机库存和流动体验措施。结果虽然全数据方法导致球速和桨尺寸最准确的变化(定义为DDA选择与参与者偏好之间的百分比),但在内在动机库存和流动体验上没有发现DDA方法之间的显着差异措施。当汇集来自所有四种自动DDA方法的数据时,球速变化的准确性与玩家的乐趣有显着相关(R = 0.38)和压力(r = 0.43)。结论虽然我们的研究受到了受试者之间的使用而受到限制,但可能不会向其他Exergame设计概括,但目前该结果目前尚未支持在情感的Exergames中包含生理测量,因为它们没有导致用户体验改善。随着难度变化的准确性与用户体验相关,结果支持开发更有效的DDA方法。然而,他们表明,即使在离线交叉验证中产生有希望的结果,也不能保证更好的用户体验。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号