解析电子游戏中的空间技能、游戏功能和性别之间的关系

H. Wauck, Ziang Xiao, Po-Tsung Chiu, W. Fu
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引用次数: 15

摘要

某些商业视频游戏,如《传送门2》和《俄罗斯方块》,已经被实证证明可以训练空间推理技能,这是在STEM学科中取得成功所必需的认知技能的一个子集。然而,迄今为止还没有研究试图了解这些游戏中的哪些特定功能会影响玩家的空间能力,或者玩家个体差异如何与这些游戏功能相互作用。这是理解这些游戏为何有效的第一步,尤其是对于女性和女孩等空间能力较低的亚群体而言。本文首次利用定制电脑游戏分析了空间能力、特定游戏特征和个体玩家差异之间的关系。20个孩子参加了空间技能的预测试,然后玩了2个小时的游戏。我们发现,空间能力预测试分数可以预测玩家在游戏任务中的一些行为,包括3D物体构建和第一人称导航。然而,当按性别分析时,女孩的预试分数对玩家行为的预测作用要小得多。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Untangling the Relationship Between Spatial Skills, Game Features, and Gender in a Video Game
Certain commercial video games, such as Portal 2 and Tetris, have been empirically shown to train spatial reasoning skills, a subset of cognitive skills essential for success in STEM disciplines. However, no research to date has attempted to understand which specific features in these games tap into players' spatial ability or how individual player differences interact with these game features. This knowledge is crucially important as a first step towards understanding what makes these games effective and why, especially for subpopulations with lower spatial ability such as women and girls. We present the first empirical study analyzing the relationship between spatial ability, specific game features, and individual player differences using a custom-built computer game. Twenty children took a pretest of spatial skills and then played our game for 2 hours. We found that spatial ability pretest scores predicted several player behaviors related to in-game tasks involving 3D object construction and first person navigation. However, when analyzed by gender, girls' pretest scores were much less predictive of player behavior.
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