Impact Evaluation of Procedurally Content Generated Against Immersion Games Using ANOVA

Hardianto Wibowo, Dimas Nurpratama, Wildan Suharso, A. E. Minarno, G. Wicaksono, D. Harmanto
{"title":"Impact Evaluation of Procedurally Content Generated Against Immersion Games Using ANOVA","authors":"Hardianto Wibowo, Dimas Nurpratama, Wildan Suharso, A. E. Minarno, G. Wicaksono, D. Harmanto","doi":"10.1109/ICoICT49345.2020.9166314","DOIUrl":null,"url":null,"abstract":"This article explains the study of the impact of procedurally content generated on immersion games and has the quality of experience playing games. Therefore, experimental studies have been conducted in which players play two different versions of the game, procedurally generated content and human design. Using the questionnaire game immersion to measure the quality of the playing experience and will be compared into two groups. While there is a difference in total immersive, one-way ANOVA statistical analysis is suggested to analyze immersive total results. However, the statistical results of one-way ANOVA are not inclusive. For this reason, one-way ANOVA will be compared with two-way ANOVA, so that it shows conclusive results based on the results of the analysis, P-Value value from the PCG game level and human design one-way ANOVA. From the participant’s human design and 0.38 from PCG participants.","PeriodicalId":113108,"journal":{"name":"2020 8th International Conference on Information and Communication Technology (ICoICT)","volume":"385 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 8th International Conference on Information and Communication Technology (ICoICT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICoICT49345.2020.9166314","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

This article explains the study of the impact of procedurally content generated on immersion games and has the quality of experience playing games. Therefore, experimental studies have been conducted in which players play two different versions of the game, procedurally generated content and human design. Using the questionnaire game immersion to measure the quality of the playing experience and will be compared into two groups. While there is a difference in total immersive, one-way ANOVA statistical analysis is suggested to analyze immersive total results. However, the statistical results of one-way ANOVA are not inclusive. For this reason, one-way ANOVA will be compared with two-way ANOVA, so that it shows conclusive results based on the results of the analysis, P-Value value from the PCG game level and human design one-way ANOVA. From the participant’s human design and 0.38 from PCG participants.
利用方差分析对沉浸式游戏生成的程序内容进行影响评估
这篇文章解释了程序内容对沉浸式游戏的影响,以及游戏体验的质量。因此,我们进行了实验研究,让玩家玩两个不同版本的游戏,即程序生成内容和人为设计。采用问卷游戏沉浸感来衡量游戏体验的质量,并将其分为两组进行比较。虽然沉浸总分存在差异,但建议采用单因素方差分析(one-way ANOVA)统计分析沉浸总分。然而,单因素方差分析的统计结果不具有包容性。因此,将单向方差分析与双向方差分析进行比较,使其根据分析结果、来自PCG游戏关卡的p值和人类设计的单向方差分析显示结论性结果。来自参与者的人类设计,0.38来自PCG参与者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信