客观游戏难度与主观游戏难度关系的探索性研究

IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Zhixing Guo, Xiangshi Ren
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引用次数: 0

摘要

电子游戏中与游戏难度相关的设计问题引起了人们的广泛关注。尽管已有研究表明主观游戏难度(SGD)和客观游戏难度(OGD)之间存在差异,但探索这种关系及其对玩家影响的研究仍然有限。本研究调查了OGD和SGD之间是否存在不匹配,以及它们对玩家乐趣、粘性和自我效能的影响。提出了一个研究框架,并提出了七个假设进行检验。我们首先确定了SGD的六个维度作为一个新的测量结构来开发问卷。而OGD是通过故障率来衡量的,故障率是量化OGD的通用方法。在设计的三消游戏中,我们通过实验来验证sgd在不同OGD条件下是否匹配OGD。我们还测量了玩家乐趣、粘性和自我效能这三个因素,以评估这两个困难对他们的影响。为了进一步了解实验结果,采用了半结构化访谈。我们发现OGD和SGD只是部分匹配,SGD在OGD对玩家乐趣、粘性和自我效能的影响中起到中介作用。虽然是初步的,但我们的发现有助于更深入地理解游戏难度,并为未来的游戏难度设计和人机交互(HCI)研究提供见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An exploratory study of the relationship between objective game difficulty and subjective game difficulty
Design issues related to game difficulty in video games have attracted much attention. Although existing studies suggest a discrepancy between subjective game difficulty (SGD) and objective game difficulty (OGD), research exploring this relationship and its impacts on players remains limited. This study investigates whether there is a mismatch between OGD and SGD and their impacts on player enjoyment, engagement, and self-efficacy. A research framework is proposed, accompanied by seven hypotheses for testing. We first determined six dimensions of SGD as a new measuring structure to develop the questionnaire. While OGD is measured by the failure rate, which is a universal method to quantify it. We experimented to validate whether SGDs match OGDs in different OGD conditions in the designed Match-3 game. The three factors of player enjoyment, engagement, and self-efficacy were also measured to assess how the two difficulties affected them. A semi-structured interview was adopted to provide further insight into the experimental results. We found that OGD and SGD only partially match each other and that SGD acts as a mediator between the effects of OGD on player enjoyment, engagement, and self-efficacy. Although preliminary, our findings contribute to a deeper understanding of game difficulty and offer insights for future game difficulty design and human–computer interaction (HCI) research.
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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