改变和休息一样好吗?比较平台游戏中间隔练习的中断类型

Brandon Piller, Colby Johanson, Cody J. Phillips, C. Gutwin, R. Mandryk
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引用次数: 7

摘要

玩家和设计师都对游戏中的技能发展感兴趣。游戏中的间隔练习,即在核心游戏玩法中添加休息时间,能够提高玩家的表现;然而,目前尚不清楚间隔练习的好处是否适用于结合多种技能和元素的复杂游戏。此外,许多类似休息的活动已经出现在游戏中(游戏邦注:如过场动画、迷你游戏、排行榜、加载屏幕),我们不知道这些活动是否会减少间隔练习的好处。我们制作了一款定制的2D平台游戏,让玩家在其中跳墙、摆动、通过抓钩和双跳通过障碍,并将其作为两个实验中的核心玩法活动——一个是测试间隔练习是否能提高复杂游戏中的表现,另一个是确定间隔练习如何受到游戏内休息活动选择的影响。我们发现间隔练习能够显著提高复杂平台游戏中的技能发展;这种间隔练习在几种生态有效的休息活动中都是有效的;短暂休息不会破坏游戏中的心流状态。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game
The development of skill in games is of interest to players and designers. Spaced practice in games, i.e., adding breaks to core gameplay, has been shown to improve performance over playing continuously; however, it is unclear if the benefits of spaced practice apply in complex games that combine several skills and elements. Further, many break-like activities are already present in games (e.g., cutscenes, mini-games, leaderboards, loading screens) and we do not know whether engaging with these as breaks reduces the benefits of spaced practice. We built a custom 2D platform game in which players wall-jump, swing, via a grapple hook and double-jump through an obstacle course and used it as the core gameplay activity in two experiments---one to test if spaced practice improves performance in a complex game, and another to determine how spaced practice is affected by the choice of in-game break activity. We show that spaced practice significantly improves skill development in a complex platformer game; that spaced practice is effective across several types of ecologically-valid break activities; and that the use of short breaks does not subvert flow states during play.
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