参与者的游戏体验预测模拟搜索和救援中的心理模型形成、任务表现和团队行为

Rhyse Bendell, J. Williams, S. Fiore, F. Jentsch
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引用次数: 0

摘要

人们发现,电子游戏体验会影响实验任务中的行为和表现,影响认知过程,甚至可能影响任务熟练程度。本文报告的调查目的是共同研究电子游戏体验与心理模型形成之间的关系,以及基于游戏的城市搜索和救援任务背景下的体验和游戏行为之间的关系。我们假设电子游戏体验的差异会影响心理模型的形成,并且这种体验也会与任务处理过程中的不同行为倾向有关。为了验证我们的假设,我们首先在模拟城市搜索和救援任务的背景下进行了一项调查,以评估电子游戏体验与心理模型形成之间的关系(除了纸牌类型的心理模型引出外,还采用了游戏体验的心理测量),然后利用DARPA人工社会智能支持团队项目收集的数据(特别是,与玩家执行关键任务行动和团队支持行为相关的行为和绩效指标,以检验经验对个人和团队任务行为的影响。研究1的结果支持了我们的假设,即更多的电子游戏体验与更多与基于游戏的实验任务相关的趋同心理模型有关。研究2的结果表明,经验丰富的参与者表现出更好的整体表现和更多的战略行为。这些发现表明,电子游戏体验既影响任务相关心理模型的形成,也影响任务表现和团队行为。从这些研究结果中得出的一个重要结论是,广义电子游戏体验的某些方面可能会转移到新的任务表现中。在这种情况下找到转移的证据是非常有用的,因为搜索和救援任务环境本质上是新颖的,尽管它是基于《我的世界》,但任务本身只使用了沙盒基础,几乎没有涉及标准《我的世界》生存或其他模式中出现的功能。另一方面,电子游戏体验测量则是根据持续时间、频率/强度和自我报告技能挖掘《我的世界》的一般体验和特定体验。这些发现对基于模拟的研究方法具有启示意义,特别是关于潜在混淆变量的识别和控制,以及模拟训练和测试的实际应用。此外,我们认为游戏体验正在成为一个关键因素,可以用来描述研究、培训和操作领域的参与者,以预测个人行为和表现,并为团队的形成和发展提供信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Participant Gaming Experience Predicts Mental Model Formation, Task Performance, and Teaming Behavior in Simulated Search and Rescue
Video gaming experience has been found to impact behavior and performance on experimental tasks, can influence cognitive processes, and may even transfer to tasking proficiency. The purpose of the investigations reported in this manuscript were jointly to examine the relationships between video game experience and mental model formation as well as experience and gameplay behaviors in the context of a game-based urban search and rescue mission. We hypothesized that differences in video game play experience would influence the formation of mental models, and that experience would also be associated with different behavioral tendencies during tasking. To test our hypotheses, we first conducted an investigation to evaluate the relationship between video game play experience and mental model formation given the context of a simulated urban search-and-rescue task (employing psychographic measures of gaming experience in addition to card sort mental model elicitation) and second drew on data collected under DARPA’s Artificial Social Intelligence Supporting Teams program (particularly, behavioral and performance metrics related to players' execution of mission critical actions and team supportive behaviors) to examine the influence of experience on individual and team tasking behaviors. Results of Study 1 support our hypothesis that greater video game experience was associated with more convergent mental models related to the game-based experimental task. Results of Study 2 indicate that participants with greater experience showed evidence of better overall performance and more strategic behavior. These findings suggest that video gaming experience impacts both the formation of task-related mental models as well as task performance and teaming behaviors. One critical takeaway from the results of these studies is that some aspects of generalized video game experience may transfer to novel task performance. Having found evidence of transfer in this context is particularly informative because the search-and-rescue task environment was essentially novel, and although it was based in Minecraft the task itself employed only the sandbox foundation and involved almost no features that appear in standard Minecraft survival or other modes. The video game experience measure, on the other hand, tapped general as well as Minecraft specific experience with respect to duration, frequency/intensity, and self-reported skill. These findings have implications for simulation based research methods, particularly with regards to identification and control of potential confounding variables, as well as the practical application of simulated training and testing. Further, we submit that gaming experience is emerging as a critical factor that may be used to profile participants across research, training, and operational domains for the purposes of predicting individual behavior and performance as well as to inform the formation and development of teams.
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