Heuristica: Designing a serious game for improving decision making

Gwen Mullinix, Oliver Gray, J. Colado, Elizabeth S. Veinott, James Leonard, E. Papautsky, Christopher Argenta, Marcia Clover, Steven Sickles, Edward Castronova, P. Todd, Travis L. Ross, Jared Lorince, Jared M. Hotaling, S. Mayell, C. Hale, E. Whitaker, R. Hoffman, Olivia Fox, J. Flach
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引用次数: 19

Abstract

This paper describes the design process and development of a 3D immersive serious game, Heuristica. The objective of this video game is to train players to improve their decision making by mitigating cognitive biases in an engaging and effective way. Heuristica is the result of three development and empirical evaluation cycles over 18 months. Several game features have been tested, and only those that improved learning while maintaining engagement have been retained in the latest version of the video game. These include reward, real time feedback, and game customization. Our development and playtesting process is summarized, and the implications for designing training are described.
启发式:设计一款严肃的游戏以提高决策能力
本文描述了3D沉浸式严肃游戏《启发式》的设计过程和开发过程。这款电子游戏的目标是以一种吸引人且有效的方式,通过减轻认知偏差来训练玩家提高决策能力。启发式是三个开发和经验评估周期超过18个月的结果。我们已经测试了几个游戏功能,只有那些既能提高学习效果又能保持玩家粘性的功能才被保留在最新版本的游戏中。这包括奖励、实时反馈和游戏定制。本文总结了我们的开发和测试过程,并描述了训练设计的含义。
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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