这到底有多难?通过实时测量表现和认知负荷来评估游戏任务难度

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Andrew J. A. Seyderhelm, K. Blackmore
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引用次数: 1

摘要

严肃和娱乐游戏设计师致力于创造具有吸引力,沉浸感和挑战性的游戏。这项任务包括修改游戏机制或环境,以创造具有不同挑战水平的体验,以满足玩家的技能要求。不同游戏机制或环境之间的平衡,以及它们所构成的不同挑战水平,通常是通过迭代测试来理解的。平衡和挑战在严肃游戏和模拟训练中变得越来越重要,因为这些游戏通常需要具有吸引力并传授学习内容。过多的玩法挑战或学习内容使玩家的认知能力负担过重,可能会降低游戏的教育效果。的目标。在这项研究中,我们开发了一个基于游戏的驾驶模拟,其中包含不同的游戏任务,以探索不同类型的挑战和游戏美学对实时认知负荷和任务性能的影响,这可能为严肃的游戏设计提供信息。我们还测试了一种嵌入游戏的实时认知负荷测量方法的有效性。方法采用主体内实验设计,对31名被试进行三种不同审美条件下的模拟驾驶实验。认知负荷是通过三种不同的方法来衡量的,而表现则是通过游戏内部参数来衡量的。此外,还完成了人口统计和参与调查。结果玩家对不同类型挑战的表现和认知负荷有不同的反应,适当的游戏挑战水平可以降低认知负荷。嵌入式认知负荷测量被证实是评估游戏过程中实时认知负荷的有效方法。结论结合成绩和认知负荷的双重测量方法对未来的适应性严肃游戏和模拟训练环境有效。一种易于执行且稳健的游戏内认知负荷测量方法已在现实世界中得到验证。根据这些结果,提出了一种适合于严肃游戏和模拟的动态难度调整系统。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load
Background Serious and entertainment game designers strive to create engaging, immersive, and often, challenging games. This task involves modifying game mechanics or environments to create experiences with differing levels of challenge to meet player skill. The balance between different game mechanics or environments, and the differing levels of challenge they pose, is typically understood through iterative testing. Balance and challenge becomes increasingly important in serious games and simulation training as these games commonly need to be engaging and impart learning content. Overburdening players’ cognitive capacity with either too much gameplay challenge or learning content may reduce the educational effectiveness of the game. Aim. In this research, we develop a game-based driving simulation with different gameplay tasks to explore the impact of different types of challenges and game aesthetics on real-time cognitive load and task performance, which may inform serious game design. We also test the validity of a game-embedded real-time cognitive load measuring method. Method A total of 31 participants undertook the driving simulation experiment under three different aesthetic conditions using a within-subject experimental design. Cognitive load was measured using three different methods, and performance was measured via in-game metrics. Additionally, demographic and engagement surveys were also completed. Results Player performance and cognitive load respond differently to different types of challenge, and an appropriate level of game challenge can lower cognitive load. The embedded cognitive load measure was validated as an effective method for evaluating real-time cognitive load during gameplay. Conclusion The results demonstrate the validity of a dual measure approach for future adaptive serious games and simulation training environments combining performance and cognitive load. An easy to implement, and robust, in-game measure for cognitive load has been validated in real-world conditions. From these results, a system for dynamic difficulty adjustment is proposed tailored towards serious games and simulation.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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