用玩家的游戏故事理解模型来描述游戏玩法

R. E. Cardona-Rivera, R. Young
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引用次数: 2

摘要

这项工作旨在验证情境模型(非交互式叙事中的理解过程模型)在交互式叙事和游戏中用于模拟玩家理解过程的使用。与传统叙事不同,游戏包含的行动和事件可能没有任何叙事意义;因此,玩家理解的认知模型可能需要重新区分“重要叙事”和“不重要叙事”事件。该假设在实验中使用事件分割理论进行了验证。我们的结果没有拒绝零假设(费雪的精确检验,p = 1),但很有见地。叙述的重要性似乎是感知导向的,并依赖于所讨论事件的结果。尽管我们的数据不能否定零假设,但在模拟玩家对故事游戏的理解过程时,在否定区分重要事件和不重要事件的必要性之前,我们还需要做更多的工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Characterizing gameplay in a player model of game story comprehension
This work seeks to validate the use of a situation model (a model for the comprehension processes in non-interactive narrative) for use modeling a player's comprehension process within interactive narratives and games. Unlike conventional narratives, games contain actions and events that might not carry any narrative significance; consequently, a cognitive model of player understanding may require a new distinction between "narratively important" and "narratively unimportant" events. This hypothesis was tested in an experiment using Event Segmentation Theory. Our results failed to reject the null hypothesis (Fisher's exact test, p = 1) but were insightful. Narrative importance seems to be perceptually oriented, and dependent on the outcomes of the event in question. Although our data failed to reject the null hypothesis, more work must be done before rejecting the necessity of the distinction between narratively important and unimportant events when modeling a player's comprehension process of an unfolding story-focused game.
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