The Cognitive Skills in Interpretation of Spatial Situations in the League of Legends game

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Tymoteusz Horbiński, Krzysztof Zagata
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引用次数: 0

Abstract

Background League of Legends is one of the most popular video games in the world. With the help of the new initiatives of the developers and publishers (Riot Games), professional international and local tournaments were established. Riot Games also took care of establishing regional leagues, such as LCK (League of Legends Champions Korea) or LEC (League of Legends European Championship). The best teams from each region have an annual chance to compete in October / November to become the esports world champions in LoL. Watching the tournaments such as world champions, as well as amateur streams on popular platforms (Twitch, YouTube) is now trending more and more. The fact that the game (especially spatial situations) can be observed by both experts (players of this game) and non-experts (players of other games or non-players at all) creates a field for scientific research. Intervention The authors of this article wanted to establish whether or not the League of Legends game offers gamers with different levels of knowledge of the entire game and different range of cognitive skills the same interpretation of spatial situations. Methods The research was carried out in the form of a questionnaire (offline), in which respondents were supposed to watch five short videos presenting different situations during the game. Eighty-two respondents, divided into three groups, participated in the research. The Pearson chi-square test was used for the analysis of the differences between groups. Results and Discussion As a consequence of the results of this study it may be concluded that gamers on different advancement level do not present the same level of interpretation of spatial situations in the game. The authors, using the scheme of knowledge of the point, lane, and area in the construction of video questionnaire did not focus on the game as a whole, but wanted to highlight crucial elements of the entire game.
《英雄联盟》游戏空间情境解释中的认知技能
英雄联盟是世界上最受欢迎的电子游戏之一。在开发商和发行商(Riot Games)的新倡议的帮助下,专业的国际和本地比赛得以建立。Riot Games还负责建立地区联赛,如LCK(英雄联盟韩国冠军赛)或LEC(英雄联盟欧洲冠军赛)。每个地区最好的队伍每年都有机会在10月或11月参加LoL的比赛,成为电子竞技世界冠军。在流行的平台(Twitch, YouTube)上观看世界冠军等锦标赛以及业余直播现在越来越流行。专家(游戏邦注:即这款游戏的玩家)和非专家(游戏邦注:其他游戏的玩家或非玩家)都可以观察到游戏(尤其是空间情境),这一事实为科学研究创造了一个领域。这篇文章的作者想要确定的是,《英雄联盟》是否为拥有不同水平的游戏知识和不同认知技能的玩家提供了相同的空间情境解释。方法采用问卷调查的形式(线下),让被调查者观看5个呈现比赛过程中不同情境的短视频。82名受访者分为三组参与了这项研究。组间差异分析采用Pearson卡方检验。根据这项研究的结果,我们可以得出这样的结论:处于不同发展水平的玩家对游戏中空间情境的解释水平并不相同。作者在构建视频问卷时,采用了点、巷、区域的知识方案,并不是着眼于整个游戏,而是想突出整个游戏的关键元素。
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
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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