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A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games

机译:一种评价和改进益智游戏学习设计的混合方法

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摘要

Despite the acknowledgment that learning is a necessary part of all gameplay, the area of Games User Research lacks an established evidence based method through which designers and researchers can understand, assess, and improve how commercial games teach players game-specific skills and information. In this paper, we propose a mixed method procedure that draws together both quantitative and experiential approaches to examine the extent to which players are supported in learning about the game world and mechanics. We demonstrate the method through presenting a case study of the game Portal involving 14 participants, who differed in terms of their gaming expertise. By comparing optimum solutions to puzzles against observed player performance, we illustrate how the method can indicate particular problems with how learning is structured within a game. We argue that the method can highlight where major breakdowns occur and yield design insights that can improve the player experience with puzzle games.
机译:尽管承认学习是所有游戏玩法的必要组成部分,但“游戏用户研究”领域仍缺乏基于证据的可靠方法,设计师和研究人员可以通过该方法来理解,评估和改进商业游戏如何教授玩家特定于游戏的技能和信息。在本文中,我们提出了一种混合方法程序,该方法将定量方法和经验方法结合在一起,以检验玩家在学习游戏世界和机制方面的支持程度。我们通过介绍一个包含14名参与者的游戏门户案例研究来演示该方法,这些参与者的游戏专业知识有所不同。通过比较针对难题的最佳解决方案与观察到的玩家表现,我们说明了该方法如何指示游戏中学习的结构方面的特殊问题。我们认为该方法可以突出显示主要故障发生的位置,并产生设计见解,从而可以改善益智游戏的玩家体验。

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