{"title":"How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load","authors":"Andrew J. A. Seyderhelm, K. Blackmore","doi":"10.1177/10468781231169910","DOIUrl":null,"url":null,"abstract":"Background Serious and entertainment game designers strive to create engaging, immersive, and often, challenging games. This task involves modifying game mechanics or environments to create experiences with differing levels of challenge to meet player skill. The balance between different game mechanics or environments, and the differing levels of challenge they pose, is typically understood through iterative testing. Balance and challenge becomes increasingly important in serious games and simulation training as these games commonly need to be engaging and impart learning content. Overburdening players’ cognitive capacity with either too much gameplay challenge or learning content may reduce the educational effectiveness of the game. Aim. In this research, we develop a game-based driving simulation with different gameplay tasks to explore the impact of different types of challenges and game aesthetics on real-time cognitive load and task performance, which may inform serious game design. We also test the validity of a game-embedded real-time cognitive load measuring method. Method A total of 31 participants undertook the driving simulation experiment under three different aesthetic conditions using a within-subject experimental design. Cognitive load was measured using three different methods, and performance was measured via in-game metrics. Additionally, demographic and engagement surveys were also completed. Results Player performance and cognitive load respond differently to different types of challenge, and an appropriate level of game challenge can lower cognitive load. The embedded cognitive load measure was validated as an effective method for evaluating real-time cognitive load during gameplay. Conclusion The results demonstrate the validity of a dual measure approach for future adaptive serious games and simulation training environments combining performance and cognitive load. An easy to implement, and robust, in-game measure for cognitive load has been validated in real-world conditions. From these results, a system for dynamic difficulty adjustment is proposed tailored towards serious games and simulation.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"294 - 321"},"PeriodicalIF":1.5000,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIMULATION & GAMING","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/10468781231169910","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 1
Abstract
Background Serious and entertainment game designers strive to create engaging, immersive, and often, challenging games. This task involves modifying game mechanics or environments to create experiences with differing levels of challenge to meet player skill. The balance between different game mechanics or environments, and the differing levels of challenge they pose, is typically understood through iterative testing. Balance and challenge becomes increasingly important in serious games and simulation training as these games commonly need to be engaging and impart learning content. Overburdening players’ cognitive capacity with either too much gameplay challenge or learning content may reduce the educational effectiveness of the game. Aim. In this research, we develop a game-based driving simulation with different gameplay tasks to explore the impact of different types of challenges and game aesthetics on real-time cognitive load and task performance, which may inform serious game design. We also test the validity of a game-embedded real-time cognitive load measuring method. Method A total of 31 participants undertook the driving simulation experiment under three different aesthetic conditions using a within-subject experimental design. Cognitive load was measured using three different methods, and performance was measured via in-game metrics. Additionally, demographic and engagement surveys were also completed. Results Player performance and cognitive load respond differently to different types of challenge, and an appropriate level of game challenge can lower cognitive load. The embedded cognitive load measure was validated as an effective method for evaluating real-time cognitive load during gameplay. Conclusion The results demonstrate the validity of a dual measure approach for future adaptive serious games and simulation training environments combining performance and cognitive load. An easy to implement, and robust, in-game measure for cognitive load has been validated in real-world conditions. From these results, a system for dynamic difficulty adjustment is proposed tailored towards serious games and simulation.
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.