Ekta Shokeen , Anthony J. Pellicone , David Weintrop , Diane Jass Ketelhut , Michel Cukier , Jandelyn Dawn Plane , Caro Williams-Pierce
{"title":"Children's approaches to solving puzzles in videogames","authors":"Ekta Shokeen , Anthony J. Pellicone , David Weintrop , Diane Jass Ketelhut , Michel Cukier , Jandelyn Dawn Plane , Caro Williams-Pierce","doi":"10.1016/j.ijcci.2024.100635","DOIUrl":null,"url":null,"abstract":"<div><p>Puzzles are a core component of many videogames. While research has explored the potential of using puzzles in games to provide players with challenges they enjoy, little is known about how children seek information <em>while</em> solving puzzles in videogames. Using a constructivist grounded theory method, this study examines children's (ages 11–14) puzzle-solving approaches within a game titled <em>GEM of the Forest</em> [name anonymized]. The results show that children relied on two sources of information to solve puzzles: (1) information from the out-of-game world including players' prior game experiences, and (2) information within the game world including instructions, hints, inventory, and feedback. We present an empirically grounded theoretical model to understand children's information seeking behaviors while solving in-game puzzles. This paper contributes a theoretical understanding of children's information seeking behavior and strategies to solve puzzles in games. Additionally, we provide a description of the utility of this framework through design implications for the design of information in technologies that seek to engage children in puzzles.</p></div>","PeriodicalId":38431,"journal":{"name":"International Journal of Child-Computer Interaction","volume":"40 ","pages":"Article 100635"},"PeriodicalIF":0.0000,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Child-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2212868924000035","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0
Abstract
Puzzles are a core component of many videogames. While research has explored the potential of using puzzles in games to provide players with challenges they enjoy, little is known about how children seek information while solving puzzles in videogames. Using a constructivist grounded theory method, this study examines children's (ages 11–14) puzzle-solving approaches within a game titled GEM of the Forest [name anonymized]. The results show that children relied on two sources of information to solve puzzles: (1) information from the out-of-game world including players' prior game experiences, and (2) information within the game world including instructions, hints, inventory, and feedback. We present an empirically grounded theoretical model to understand children's information seeking behaviors while solving in-game puzzles. This paper contributes a theoretical understanding of children's information seeking behavior and strategies to solve puzzles in games. Additionally, we provide a description of the utility of this framework through design implications for the design of information in technologies that seek to engage children in puzzles.
谜题是许多电子游戏的核心组成部分。虽然已有研究探索了在游戏中使用谜题为玩家提供他们喜欢的挑战的可能性,但对于儿童在电子游戏中解谜时如何寻求信息却知之甚少。本研究采用建构主义基础理论方法,考察了儿童(11-14 岁)在一款名为 "森林宝石"(GEM of the Forest)[匿名]的游戏中的解谜方法。研究结果表明,儿童在解谜过程中依赖两种信息来源:(1) 来自游戏外世界的信息,包括玩家之前的游戏经验;(2) 游戏世界中的信息,包括指令、提示、清单和反馈。我们提出了一个基于经验的理论模型来理解儿童在解决游戏内谜题时的信息搜索行为。本文有助于从理论上理解儿童在游戏中寻求信息的行为和解决谜题的策略。此外,我们还介绍了这一框架的实用性,它对旨在吸引儿童参与拼图游戏的技术中的信息设计产生了影响。