{"title":"The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process","authors":"Naying Gao, Mohd Nor Akmal Khalid, Hiroyuki Iida","doi":"10.1016/j.entcom.2024.100887","DOIUrl":null,"url":null,"abstract":"This study explores the intricate dynamics between player performance, reward frequency, and unpredictability in gaming experiences within the context of game refinement theory. It introduces three key concepts: (inherent game risk), (player skill level), and (reward frequency concerning reinforcement learning), and investigates how their interplay influences player engagement and enjoyment. The research aims to contribute theoretical advancements in game design, user experience, and behavioral psychology by employing the motion-in-mind model. The findings reveal that highly skilled players (lower ) derive greater enjoyment due to their ability to navigate uncertainties efficiently, reaching an equilibrium where the measure of game refinement () equals the measure of unpredictability (). The study examines how players transition from (average skill) to (high skill), leading to a heightened gaming perception akin to perfect players. The research uncovers relationships between player skill (), game risk (), and reward frequency (). Furthermore, we extend previous research by observing the ratio of GR and AD values (denoted as ) to explore the balance between entertainment and surprise in different game types, providing valuable perspectives for practitioners and academicians.","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":null,"pages":null},"PeriodicalIF":2.8000,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1016/j.entcom.2024.100887","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
This study explores the intricate dynamics between player performance, reward frequency, and unpredictability in gaming experiences within the context of game refinement theory. It introduces three key concepts: (inherent game risk), (player skill level), and (reward frequency concerning reinforcement learning), and investigates how their interplay influences player engagement and enjoyment. The research aims to contribute theoretical advancements in game design, user experience, and behavioral psychology by employing the motion-in-mind model. The findings reveal that highly skilled players (lower ) derive greater enjoyment due to their ability to navigate uncertainties efficiently, reaching an equilibrium where the measure of game refinement () equals the measure of unpredictability (). The study examines how players transition from (average skill) to (high skill), leading to a heightened gaming perception akin to perfect players. The research uncovers relationships between player skill (), game risk (), and reward frequency (). Furthermore, we extend previous research by observing the ratio of GR and AD values (denoted as ) to explore the balance between entertainment and surprise in different game types, providing valuable perspectives for practitioners and academicians.
本研究以游戏完善理论为背景,探讨了游戏体验中玩家表现、奖励频率和不可预测性之间错综复杂的动态关系。它引入了三个关键概念:(固有游戏风险)、(玩家技能水平)和(有关强化学习的奖励频率),并研究了它们之间的相互作用如何影响玩家的参与度和乐趣。研究旨在通过采用 "心动 "模型,为游戏设计、用户体验和行为心理学的理论进步做出贡献。研究结果表明,高技能玩家(较低)由于能够有效地驾驭不确定性而获得更大的乐趣,达到游戏精细度()等于不可预测性()的平衡。本研究探讨了玩家如何从(平均技能)过渡到(高技能),从而获得类似于完美玩家的更高游戏感知。研究揭示了玩家技能()、游戏风险()和奖励频率()之间的关系。此外,我们还通过观察 GR 值和 AD 值的比例(表示为)来扩展之前的研究,从而探索不同游戏类型中娱乐性和惊奇性之间的平衡,为从业人员和学者提供有价值的视角。
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.