Hardianto Wibowo, Dimas Nurpratama, Wildan Suharso, A. E. Minarno, G. Wicaksono, D. Harmanto
{"title":"利用方差分析对沉浸式游戏生成的程序内容进行影响评估","authors":"Hardianto Wibowo, Dimas Nurpratama, Wildan Suharso, A. E. Minarno, G. Wicaksono, D. Harmanto","doi":"10.1109/ICoICT49345.2020.9166314","DOIUrl":null,"url":null,"abstract":"This article explains the study of the impact of procedurally content generated on immersion games and has the quality of experience playing games. Therefore, experimental studies have been conducted in which players play two different versions of the game, procedurally generated content and human design. Using the questionnaire game immersion to measure the quality of the playing experience and will be compared into two groups. While there is a difference in total immersive, one-way ANOVA statistical analysis is suggested to analyze immersive total results. However, the statistical results of one-way ANOVA are not inclusive. For this reason, one-way ANOVA will be compared with two-way ANOVA, so that it shows conclusive results based on the results of the analysis, P-Value value from the PCG game level and human design one-way ANOVA. From the participant’s human design and 0.38 from PCG participants.","PeriodicalId":113108,"journal":{"name":"2020 8th International Conference on Information and Communication Technology (ICoICT)","volume":"385 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Impact Evaluation of Procedurally Content Generated Against Immersion Games Using ANOVA\",\"authors\":\"Hardianto Wibowo, Dimas Nurpratama, Wildan Suharso, A. E. Minarno, G. Wicaksono, D. Harmanto\",\"doi\":\"10.1109/ICoICT49345.2020.9166314\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article explains the study of the impact of procedurally content generated on immersion games and has the quality of experience playing games. Therefore, experimental studies have been conducted in which players play two different versions of the game, procedurally generated content and human design. Using the questionnaire game immersion to measure the quality of the playing experience and will be compared into two groups. While there is a difference in total immersive, one-way ANOVA statistical analysis is suggested to analyze immersive total results. However, the statistical results of one-way ANOVA are not inclusive. For this reason, one-way ANOVA will be compared with two-way ANOVA, so that it shows conclusive results based on the results of the analysis, P-Value value from the PCG game level and human design one-way ANOVA. From the participant’s human design and 0.38 from PCG participants.\",\"PeriodicalId\":113108,\"journal\":{\"name\":\"2020 8th International Conference on Information and Communication Technology (ICoICT)\",\"volume\":\"385 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 8th International Conference on Information and Communication Technology (ICoICT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICoICT49345.2020.9166314\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 8th International Conference on Information and Communication Technology (ICoICT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICoICT49345.2020.9166314","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Impact Evaluation of Procedurally Content Generated Against Immersion Games Using ANOVA
This article explains the study of the impact of procedurally content generated on immersion games and has the quality of experience playing games. Therefore, experimental studies have been conducted in which players play two different versions of the game, procedurally generated content and human design. Using the questionnaire game immersion to measure the quality of the playing experience and will be compared into two groups. While there is a difference in total immersive, one-way ANOVA statistical analysis is suggested to analyze immersive total results. However, the statistical results of one-way ANOVA are not inclusive. For this reason, one-way ANOVA will be compared with two-way ANOVA, so that it shows conclusive results based on the results of the analysis, P-Value value from the PCG game level and human design one-way ANOVA. From the participant’s human design and 0.38 from PCG participants.