在目的导向型游戏中设计元选择以探索反社交选择

S. Hodge, Jacqui Taylor, J. McAlaney
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引用次数: 0

摘要

许多研究旨在理解游戏内行为的作用,特别是电子游戏中的道德行为。然而,很少有人研究这些道德决策的设计,以及它如何影响游戏中的和现实生活中的决策过程,比如元选择。元选择是凌驾于游戏本身之上的选择,例如停止游戏的选择。这项研究旨在理解游戏中受限制选项的游戏内道德行为。参与者(N = 115)玩了一款目的明确的游戏,其中只有反社交选项作为游戏内选择呈现,以检查是否会做出元选择。结果发现,8名参与者考虑过停止游戏,只有2名参与者做出了停止游戏的元选择。总的来说,这表明在决策中存在潜在的影响和偏见;玩家会选择呈现的选择,而不是停止游戏的元选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Meta-choices in a Purpose Made Game to Explore Anti-social Choices
Much research has taken place aiming to understand the role of in-game behavior, particularly, moral behaviors in video games. However, less research has examined the design of these moral decisions and how it could influence the in-game and real-life decision-making process, such as meta-choices. Meta-choices are the choices above that of the game itself, for example the choice to stop playing the game. This research aimed to understand in-game moral behavior with restricted options in the game. Participants (N = 115) played a purpose made game where only anti-social options were presented as an in-game choice to examine if a meta-choice would be made. It was found that eight participants considered stopping the game and only two participants made the meta-choice to stop playing. Overall, this suggests a potential influence and bias in decision-making; the presented choice would be selected rather than the meta-choice to stop playing.
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