{"title":"DEEP: A model of gaming preferences informed by the hierarchical nature of goal-oriented cognition","authors":"Edgar Dubourg, Valérian Chambon","doi":"10.1016/j.entcom.2025.100930","DOIUrl":null,"url":null,"abstract":"<div><div>Video game design and player engagement revolve around the concept of agency, which refers to the ability to shape one’s environment through personal choices and actions. However, different types of agentive experiences can be distinguished according to the nature of the agent’s goal. Recent models of voluntary action suggest that goals are organized hierarchically. In this paper, we test the ability of these models to explain variability in gaming preferences. First, we performed a factor analysis on game-related actions that participants ( N = 750) were asked to rate on an interest scale. We found that game preferences varied along 4 dimensions organized along gradients of goal abstraction and exploration (Discovering, Experimenting, Expanding, Performing, or DEEP dimensions). We then automatically annotated video games ( N = 16,000) on each of these dimensions and tested the hierarchical structure of goal-directed actions in video games. Finally, in a pre-registered study ( N = 1000), we show that the DEEP dimensions predict participants’ preferred video games and correlate with expected psychological factors. We suggest that this research can help improve existing taxonomies of videogame types, better understand player preferences, and refine the relationship between game design and human psychology.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"53 ","pages":"Article 100930"},"PeriodicalIF":2.8000,"publicationDate":"2025-02-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000102","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
Video game design and player engagement revolve around the concept of agency, which refers to the ability to shape one’s environment through personal choices and actions. However, different types of agentive experiences can be distinguished according to the nature of the agent’s goal. Recent models of voluntary action suggest that goals are organized hierarchically. In this paper, we test the ability of these models to explain variability in gaming preferences. First, we performed a factor analysis on game-related actions that participants ( N = 750) were asked to rate on an interest scale. We found that game preferences varied along 4 dimensions organized along gradients of goal abstraction and exploration (Discovering, Experimenting, Expanding, Performing, or DEEP dimensions). We then automatically annotated video games ( N = 16,000) on each of these dimensions and tested the hierarchical structure of goal-directed actions in video games. Finally, in a pre-registered study ( N = 1000), we show that the DEEP dimensions predict participants’ preferred video games and correlate with expected psychological factors. We suggest that this research can help improve existing taxonomies of videogame types, better understand player preferences, and refine the relationship between game design and human psychology.
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.