冒险宝藏:在冒险游戏中测试损失厌恶

Natanael Bandeira Romão Tomé, Madison Klarkowski, C. Gutwin, Cody J. Phillips, R. Mandryk, A. Cockburn
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引用次数: 4

摘要

损失厌恶是一种认知偏差,其中与预期损失相关的负面情绪比赢得同等收益的积极情绪更强烈。尽管行为经济学研究得很好,但人们对它是否以及如何出现在游戏环境中却知之甚少。在游戏中,“魔法圈”可以将玩家从固有观念中解放出来,特别是因为游戏中的得失都是虚拟的。另一方面,经验丰富的沉浸感和对成就的渴望可能会让玩家做出与游戏外情境类似的游戏内决策。当游戏设计师为玩家创造决策点和选择时,了解损失厌恶等认知偏差是否会影响玩家,这一点非常重要。我们在一款带有18个决策点的《塞尔达》风格游戏中进行了一项研究,这些决策点是关于在不同的输赢比率下下注的。我们的研究结果表明,尽管游戏世界是暂时的、数字化的,而且金币是虚拟的,但玩家仍然表现出避免损失的强烈倾向。我们的研究结果表明,当设计师在游戏中设置风险和奖励结构时,他们应该理解并考虑损失厌恶情绪。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Risking Treasure: Testing Loss Aversion in an Adventure Game
Loss aversion is a cognitive bias in which the negative feelings associated with prospective losses have a greater magnitude than the positive feelings of winning equivalent gains. Although well studied in behavioural economics, there is little understanding of whether and how it arises in game contexts. In games, the 'magic circle' may free players from their held attitudes, especially because in-game losses and gains are virtual. On the other hand, experienced immersion and a desire to achieve may make in-game decisions similar to out-of-game contexts. Knowing whether cognitive biases like loss aversion affect players is important for game designers when they create decision points and choices for players. We carried out a study in a Zelda-style game with 18 decision points about wagering gold at different win:loss ratios. Our results show that despite the temporary and digital nature of the game world, and the virtual nature of the gold, players still exhibited a strong bias towards avoiding losses. Our findings imply that designers should understand and account for loss aversion when setting up risk and reward structures in their games.
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