A Usability Evaluation of Game-Based Approaches Assessing Risk and Delayed Gratification

Stella Doukianou, Panagiotis Petridis, I. Dunwell, J. Cooper
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引用次数: 3

Abstract

This paper presents the usability evaluation of two games that are built upon existing experiments, assessing risk aversion and delayed gratification. The games were created in order to elicit players' personality traits. The game scenarios were based on adapted validated experiments on cognitive psychology and behavioural economics. The purpose of these games is to enable the generation of predictive behavioural models, and thus design an adaptive and dynamic game promoting responsible energy consumption. Adapting the behaviour of energy consumers to follow environmentally friendly consumption patterns is a central challenge when seeking to address environmental concerns. To perform such adaptation, an understanding of an individual user's traits can allow for customised solutions to be delivered, increasing the likelihood of impact. To assess the usability of the games, domain experts filled in two QUIS questionnaires. The results showed a broadly positive reception of the games' usability; taking into account time, financial and other resources, though they also highlight some areas for future work. More broadly, knowledge generated has the potential to inform designs of similar games that adapt behavioural tasks to elicit an understanding of the user.
基于游戏的风险和延迟满足评估方法的可用性评估
本文介绍了基于现有实验的两款游戏的可用性评估,评估了风险规避和延迟满足。这些游戏是为了激发玩家的个性特征而设计的。游戏场景基于认知心理学和行为经济学的适应性验证实验。这些游戏的目的是使预测行为模型的产生,从而设计一个自适应和动态的游戏,促进负责任的能源消费。在寻求解决环境问题时,调整能源消费者的行为以遵循对环境友好的消费模式是一项主要挑战。要执行这种调整,了解单个用户的特征可以允许交付定制的解决方案,从而增加影响的可能性。为了评估游戏的可用性,领域专家填写了两份QUIS问卷。结果显示游戏的可用性获得了广泛的好评;考虑到时间、财政和其他资源,尽管它们也强调了未来工作的一些领域。更广泛地说,所产生的知识有可能为类似游戏的设计提供信息,这些游戏可以通过调整行为任务来获得对用户的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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