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The use of player-centered positive reinforcement to schedule in-game rewards inreases enjoyment and performance in a serious game

机译:使用以玩家为中心的正强化来安排游戏内奖励,可以提高严肃游戏中的娱乐性和性能

摘要

Among the methods used to increase enjoyment and performance in serious games, reward schedules, i.e., determining when in-game rewards should be given, have not been sufficiently explored. In the present study, we designed a simple memory training serious game and compared two methods of scheduling rewards, both based on the paradigm of positive reinforcement: fixed ratio schedule, in which rewards were given after a fixed number of correct responses, and variable ratio schedule, in which rewards were given after an unpredictable number of correct responses. To account for the variability in player preference for rewards, a player-centered sub-mode was included in both schedules by adjusting the schedule ratio according to player preference for rewards. The effectiveness of this approach was tested by comparing it against two more sub-modes: one which used a predetermined ratio, and another which set the ratio to the opposite of player preference. The game was put online and tested with 210 participants. Enjoyment, performance, duration of gameplay, and likelihood to play again were significantly higher in the player-centered sub-mode than the other sub-modes. On average, the variable-ratio schedule was better in the outcome measures than the fixed-ratio schedule. The results highlight the importance of in-game rewards, and indicate that giving rewards according to a player-centered variable-ratio schedule has the potential to make serious games more effective.
机译:在用于提高严肃游戏的娱乐性和性能的方法中,尚未充分探索奖励时间表,即确定何时应给出游戏中奖励。在本研究中,我们设计了一个简单的记忆训练严肃游戏,并比较了两种基于正强化范式的奖励计划方法:固定比率计划,其中固定次数正确回答后给出奖励,以及可变比率进度表,其中出现了无法预测的正确答案后给予的奖励。为了考虑玩家对奖励的偏好的可变性,通过根据玩家对奖励的偏好来调整进度比率,在两个进度表中都包括了以玩家为中心的子模式。通过将其与另外两个子模式进行比较来测试该方法的有效性:一个使用预定比率,另一个将比率设置为与玩家偏好相反。这款游戏已经上线并进行了210位参与者的测试。以玩家为中心的子模式下的娱乐性,性能,游戏时间和再次玩的可能性明显高于其他子模式。平均而言,结果指标中的可变比率计划要比固定比率计划好。结果突出了游戏中奖励的重要性,并表明根据以玩家为中心的可变比率时间表提供奖励有可能使严肃的游戏更加有效。

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