Influence of primacy, recency and peak effects on the game experience questionnaire

S. Sabet, C. Griwodz, S. Möller
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引用次数: 14

Abstract

When a participant is asked to evaluate a stimulus, the judgment is based on the remembered experience, which might be different from the actual experience. This phenomenon happens according to the theory that some moments of an experience such as the beginning, peak and the end of the experience have more impact on the memory. These moments can be recalled with a higher probability than the other parts of the experience, and some minor bad moments of experience might be forgotten or forgiven due to the rest of the good experiences. This paper, using a subjective study and emulating an artificial delay on participants' gameplay investigates the influence of these serial-position effects on the Game Experience Questionnaire (GEQ). The result shows that GEQ does not suffer from either recency, primacy or peak effects. However, when users are asked about the controllability and responsiveness of the games, the recency effect exists. The paper also shows that GEQ has the forgiveness effect and participants forgive or may forget a bad experience if it coincides with a considerable duration of a good experience.
首因效应、近因效应和峰值效应对游戏体验问卷的影响
当参与者被要求评估刺激时,判断是基于记忆中的经验,这可能与实际经验不同。出现这种现象的理论依据是,经历的某些时刻,如经历的开始、高峰和结束,对记忆的影响更大。这些时刻比其他部分更容易被回忆起来,一些次要的糟糕时刻可能会因为其他美好的经历而被遗忘或原谅。本文采用主观研究方法,模拟人为延迟对参与者玩法的影响,调查这些连续位置效应对游戏体验问卷(GEQ)的影响。结果表明,GEQ不受近因效应、素因效应和峰值效应的影响。然而,当用户被问及游戏的可控性和响应性时,近因效应就存在了。这篇论文还表明,GEQ具有宽恕效应,如果糟糕的经历与一段相当长的美好经历同时发生,参与者可能会原谅或忘记它。
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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