We Don’t Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions

Barrett R. Anderson, C. R. Karzmark, Noah Wardrip-Fruin
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引用次数: 2

Abstract

Games are able to convey meaning that influences players’ beliefs and attitudes via their mechanics (aka “procedural rhetoric”), but recent work suggests that this is likely to be effective only when combined with traditional ways of conveying meaning (e.g., music, imagery, narrative, etc.). To investigate the specific component of rhetorical influence that comes from game mechanics, we constructed a city management strategy game that allowed us to independently vary narrative framing and game rules. We found that players perceived this game to be making an argument, but that player interpretations of this argument and the game’s influence on their attitudes were not necessarily consistent with our intended message. When players had the option to make policy choices within the game, their decisions appeared to be driven more by what game mechanics rewarded rather than by their real-world policy preferences. However, the actions that they took within the game did predict changes in those policy preferences after play. This was true only when the narrative framing of the game matched the real world policy context. This implies that procedural rhetoric is most effective when supported by other ways of conveying meaning, and that understanding the psychological impact of game mechanics requires paying attention to the moment to moment choices that players make within a game.
我们不是按照自己的想法玩游戏,而是按照自己的想法玩游戏:游戏内行为的心理影响证据
游戏能够通过机制(游戏邦注:也就是“程序修辞”)传达影响玩家信念和态度的意义,但最近的研究表明,只有与传统的传达意义的方式(游戏邦注:如音乐、图像、叙事等)相结合,这种方式才能发挥作用。为了研究来自游戏机制的修辞影响的具体组成部分,我们构建了一款城市管理策略游戏,允许我们独立改变叙事框架和游戏规则。我们发现玩家认为这款游戏是在表达一种观点,但玩家对这种观点的解读以及游戏对他们态度的影响并不一定与我们想要传达的信息一致。当玩家可以在游戏中做出政策选择时,他们的决定似乎更多地受到游戏机制奖励的驱动,而不是现实世界中的政策偏好。然而,他们在游戏中采取的行动确实预测了游戏后政策偏好的变化。只有当游戏的叙事框架与现实世界的政策背景相匹配时才会出现这种情况。这意味着程序修辞在其他传达意义的方式的支持下是最有效的,并且理解游戏机制的心理影响需要关注玩家在游戏中做出的即时选择。
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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