Effects of Player-Level Matchmaking Methods in a Live Citizen Science Game

Alexa Stoneman, J. Miller, Seth Cooper
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Abstract

Citizen science games must balance task difficulty with player skill to ensure optimal engagement and performance. This issue has been previously addressed via player-level matchmaking, a dynamic difficulty adjustment method in which player and level ratings are used to present levels best suited for players' individual abilities. However, this work has been done in small, isolated test games and left out potential techniques that could further improve player performance. Therefore, we examined the effects of player-level matchmaking in Foldit, a live citizen science game. An experiment with 221 players demonstrated that dynamic matchmaking approaches led to significantly more levels completed, as well as a more challenging highest level completed, compared to random level ordering, but not greater than a static approach. We conclude that player-level matchmaking is worth consideration in the context of live citizen science games, potentially paired with other dynamic difficulty adjustment methods.
公民科学游戏中玩家级别配对方法的影响
公民科学游戏必须平衡任务难度和玩家技能,以确保最佳的粘性和表现。这个问题之前已经通过玩家级别匹配解决了,这是一种动态难度调整方法,使用玩家和级别评级来呈现最适合玩家个人能力的级别。然而,这项工作是在小型,孤立的测试游戏中完成的,并且遗漏了可以进一步提高玩家表现的潜在技术。因此,我们研究了《Foldit》(一款实时公民科学游戏)中玩家级别配对的影响。一项针对221名玩家的实验表明,与随机关卡排序相比,动态配对方法能够让玩家完成更多关卡,并完成更具挑战性的最高关卡,但效果并不比静态方法好。我们得出的结论是,在实时公民科学游戏的背景下,玩家级别的配对是值得考虑的,可能与其他动态难度调整方法相结合。
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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