Jérémy Félix Barbay, Daniel Freire-Fernández, Danko Lobos-Bustamante
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引用次数: 0
摘要
有些电子游戏是为了娱乐非人类动物而开发的,同时测量它们的能力,记录在文件中,供以后分析。使用这类游戏来衡量这些能力的极限是有问题的,因为它要求受试者暴露在他们无法解决的情况下,这可能会让他们感到沮丧。能否同时向受试者展示各种困难的混合实例,并测量他们与这些实例的互动,在不让受试者感到沮丧的情况下,获得有关他们能力和不足的有用信息?我们建议设计、开发和验证一款同时呈现多个实例的网页游戏,其灵感来自于现有的“Pop the Balloons”,这样受试者就可以同时接触到“简单”和“困难”实例的混合,并通过研究受试者在玩游戏中的积极性与“困难”实例的比例之间的相关性来验证这不会产生挫败感。
Popping Up Balloons for Science: a Research Proposal
Some video games were developed to entertain non human animals while measuring their abilities, logged in a file which can be analyzed later. Using such games to measure the limits of such abilities is problematic, as it requires the subjects to be exposed to instances that they cannot solve, potentially frustrating them. Could presenting the subjects with a mix of instances of various difficulties at the same time, and measuring their interaction with those, yield useful information about their abilities and inabilities, without frustrating the subjects? We propose to design, develop and validate a web game presenting several instances at once, inspired by existing ones such as ’Pop the Balloons’, so that the subject can be exposed to a mix of “easy” and “difficult” instances in parallel, and to validate that this does not produce frustration by studying the correlation of the subjects’ assiduity in playing the game with the rate of “difficult” instances.