Analysis of Machine Learning-Based Investigation Into Multivariate Factors of Team Performance in Serious Games: Cross-Sectional Retrospective Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-04-13 DOI:10.2196/83478
Gruyff Germain Abdul-Rahman, Freark de Lange, Andrej Zwitter, Noman Haleem
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引用次数: 0

Abstract

Background: Serious games (SGs) are increasingly used to study and enhance team performance in organizational and educational settings. While prior research has explored leadership and communication as isolated factors, the multivariate interactions between behavioral indicators remain poorly understood. A deeper understanding of these relationships can reveal which behavioral and demographic factors most strongly predict successful outcomes, offering insights relevant to both scientific research and practical training design.

Objective: This study aimed to develop machine learning (ML) models to predict team success in SGs. Specifically, it sought to identify the behavioral and demographic predictors that most strongly influence team performance outcomes.

Methods: This study used a cross-sectional retrospective design. Behavioral and demographic data were analyzed from 233 teams participating in escape room-based SGs delivered by JGM Serious eXperiences in The Netherlands. Teams of 2-8 players (mean age 25.8 y; 53 all-male, 55 all-female, and 125 mixed-gender) were scored by trained observers across collaboration, communication, and leadership constructs using Likert-scale indicators. Exploratory data analysis compared winning (n=141) and losing teams (n=92) using descriptive statistics, Pearson correlations, and significance testing (independent-samples t tests and Mann-Whitney U tests). Mean differences were interpreted with 95% CIs. A total of 4 ML models: logistic regression, random forest, multilayer perceptron, and support vector classifier, were trained using 5-fold cross-validation (F1-score). The best model was interpreted using SHAP (Shapley Additive Explanations).

Results: Winning teams scored higher on several behavioral constructs, but only 4: knowledge sharing, leadership, guidance, and extraversion, showed statistically significant differences between winners and losing teams. These effects were supported by 95% CIs, Shapiro-Wilk tests for normality, and Mann-Whitney U tests where assumptions were violated, indicating that only a subset of behavioral indicators meaningfully distinguishes successful teams. Among the ML models, logistic regression achieved the highest accuracy (88%), followed by multilayer perceptron (87%), random forest (87%), and support vector classifier (85%). SHAP analysis showed that gender composition and prior escape-room experience were the strongest demographic predictors of success, while "celebrating progress" (extern5) and "taking initiative when the team is stuck" (sturing5) were the most influential behavioral indicators.

Conclusions: This work demonstrates the usefulness of multivariate analysis in studying and understanding complex human behavior in SG environments as opposed to studying isolated behavioral indicators, often described in previous studies. The ML models developed using behavioral and demographic features of participating teams showed promising accuracies, and their interpretation led to unveiling a set of demographic and behavioral components as the most decisive factors leading to team success. This improved understanding of what makes a team win can be potentially translated into terms of improved productivity in business and organizational settings.

基于机器学习的严肃游戏团队表现多元因素调查分析:横断面回顾性研究。
背景:严肃游戏(SGs)越来越多地被用于研究和提高组织和教育环境中的团队绩效。虽然之前的研究已经将领导力和沟通作为孤立的因素进行了探索,但人们对行为指标之间的多元相互作用仍然知之甚少。对这些关系的深入了解可以揭示哪些行为和人口因素最能预测成功的结果,为科学研究和实践培训设计提供相关见解。目的:本研究旨在开发机器学习(ML)模型来预测SGs团队的成功。具体来说,它试图确定对团队绩效结果影响最大的行为和人口预测因素。方法:本研究采用横断面回顾性设计。研究人员分析了来自荷兰JGM Serious eXperiences提供的233个团队的行为和人口统计数据。2-8人的团队(平均年龄25.8岁,53名全男性,55名全女性,125名男女混合)由训练过的观察员使用李克特量表指标对协作,沟通和领导结构进行评分。探索性数据分析使用描述性统计、Pearson相关性和显著性检验(独立样本t检验和Mann-Whitney U检验)比较胜队(n=141)和败队(n=92)。平均差异用95% ci进行解释。使用5倍交叉验证(F1-score)对逻辑回归、随机森林、多层感知器和支持向量分类器共4个ML模型进行训练。最好的模型是用Shapley加性解释(Shapley Additive explanation)来解释的。结果:获胜团队在几个行为结构上得分更高,但只有4个:知识共享、领导力、指导和外向性,在赢家和输家团队之间显示出统计学上的显著差异。95%的ci、夏皮罗-威尔克正态性检验和违反假设的曼-惠特尼U检验支持了这些效应,表明只有一小部分行为指标有意义地区分了成功的团队。在ML模型中,逻辑回归的准确率最高(88%),其次是多层感知器(87%)、随机森林(87%)和支持向量分类器(85%)。SHAP分析显示,性别构成和先前的密室逃生经历是最能预测成功的人口统计学指标,而“庆祝进步”(外部因素)和“在团队陷入困境时采取主动”(外部因素)是最具影响力的行为指标。结论:这项工作证明了多元分析在研究和理解SG环境中复杂的人类行为方面的有用性,而不是在以前的研究中经常描述的研究孤立的行为指标。利用参与团队的行为和人口特征开发的机器学习模型显示出了很好的准确性,它们的解释揭示了一组人口和行为组成部分,这些组成部分是导致团队成功的最决定性因素。这种对团队获胜原因的更好理解,可以潜在地转化为业务和组织环境中生产率的提高。
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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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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