Manipulating Leaderboards to Induce Player Experience

Jason T. Bowey, M. Birk, R. Mandryk
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引用次数: 53

Abstract

Assessing and inducing player experience (pX) in games user research (GUR) is complicated because of the tradeoff between maintaining rigour through experimental control and having participants feel like they are engaged in play. To establish and evaluate an embedded method for inducing a sense of success or failure in participants during gameplay (e.g., to study how different players exhibit resilience to in-game failure), we manipulated leaderboard position in an experiment in which 155 participants played a Bejeweled clone. We show that manipulating success perception through leaderboards increases the player's perception of competence, autonomy, presence, enjoyment, and positive affect over manipulated failure. In addition, displaying the score enhances the effect on positive affect, autonomy and enjoyment, while not increasing detectability.
操纵排行榜诱导玩家体验
在游戏用户研究(GUR)中评估和诱导玩家体验(pX)是一件很复杂的事情,因为要在通过实验控制维持严格性和让参与者感觉自己沉浸在游戏中之间进行权衡。为了建立和评估在游戏过程中诱导参与者产生成功或失败感的嵌入方法(例如,研究不同玩家如何表现出对游戏失败的适应能力),我们在一个实验中操纵了排行榜的位置,让155名参与者玩《宝石迷阵》的克隆游戏。我们表明,通过排行榜操纵成功感知可以提高玩家对能力、自主性、存在感、乐趣和积极影响的感知,而不是操纵失败。此外,显示分数增强了对积极情感、自主性和享受的影响,但没有增加可探测性。
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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