在不可能获胜的劝导游戏中测试游戏难度和游戏时间的影响

R. G. Isnanda, P. Santosa, R. Hartanto
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引用次数: 0

摘要

无法获胜的说服游戏的说服策略是强迫玩家失败,并利用随后的经验来说服他们。二十年后的今天,我们只知道赢得和输掉一场说服性游戏的不同效果。我们认为应该开始研究如何设计能够对说服过程产生积极影响的游戏损失。本研究特别关注了游戏难度和游戏时长的影响。为了迫使玩家失败,设计师可以增加游戏难度,创造一个无法获胜的挑战,并用它来描绘问题的严重性。虽然这是有道理的,但这种增加是否能带来积极的结果还没有实证证据,特别是因为反复失败的挫败感可能会产生负面影响。此外,更长的游戏时间可以帮助玩家更加熟悉游戏。然而,让他们投入大量时间才意识到这是不可能的,这是不公平的。为了解决研究空白,我们进行了一个额外的未治疗对照组的受试者间因子设计实验。结果表明,玩难度更高、时间更长的游戏可以带来更高的捐款。基于这一结果,对于游戏设计师来说,在设计不可能获胜的劝导游戏时,增加游戏难度和延长游戏时间确实有好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Examining The Effects of Playing Difficulty and Playing Duration in Unwinnable Persuasive Games
Unwinnable persuasive games' persuasion strategy is to force the players to lose and use the ensuing experience to persuade them. After two decades, currently, we only know the different effects of winning and losing a persuasive game. We argue that research should start investigating how to design game loss that can positively contribute to the persuasion process. In particular, this study focuses on the effects of playing difficulty and playing duration. To force players to lose, designers can increase the playing difficulty to create an unwinnable challenge and use it to portray the severity of the issue. While there is a rationale for it, whether the increase can lead to positive outcomes has not been established with empirical evidence, especially because frustration from repeated failure might have negative impacts. In addition, longer playtime can help players become more familiar with the game. However, it is unfair to let them invest a significant time only to realize that it is unwinnable. To address the research gap, we conducted a factorial between-subject design experiment with an additional no-treatment control group. The results suggest that playing a more difficult and longer game can lead to a significantly higher donation. Based on the result, there are indeed benefits for game designers to increase playing difficulty and enable extended playtime when designing unwinnable persuasive games.
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