首页> 外文会议>IEEE Global Conference on Consumer Electronics >Player Dominance Adjustment: Promoting Self-Efficacy and Experience of Game Players by Adjusting Dominant Power
【24h】

Player Dominance Adjustment: Promoting Self-Efficacy and Experience of Game Players by Adjusting Dominant Power

机译:玩家主导权调整:通过调节主导权来提升游戏玩家的自我效能和体验

获取原文

摘要

This paper presents an idea of promoting game-related self-efficacy and user experience of game players by adjusting their dominant power. The assumption is that game players will gain higher self-efficacy and better gameplay experience when game situations go in the way they expect. To evaluate this assumption, we conduct a pilot study using a famous social deduction game called Werewolf by letting human players play this game, one player at a time over the Internet. In the pilot-study setting, each participant thinks that he/she plays with other six players, but all the other players are in fact controlled by the experimenter. Game situations are manipulated to create two cases of gameplay: (1) a case in which most of the participant's actions impact gameplay (player-dominance games), and (2) a case in which almost none of the participant's actions impact gameplay (non-player-dominance games). The findings based on evaluation using General Self-Efficacy Scale and Game User Experience Satisfaction Scale are that player-dominance games lead to higher self-efficacy, and there is a strong linear relationship between self-efficacy and enjoyment.
机译:本文提出了一种通过调整游戏玩家的主导力量来提高其与游戏相关的自我效能和用户体验的想法。假设当游戏情境以他们期望的方式发展时,游戏玩家将获得更高的自我效能和更好的游戏体验。为了评估此假设,我们使用著名的社交演绎游戏《狼人》进行了一项试点研究,该游戏让人类玩家一次可以在互联网上玩一个游戏。在飞行员学习环境中,每个参与者都认为他/她与其他六名玩家一起玩,但是其他所有玩家实际上都是由实验者控制的。通过操纵游戏情境来创建两种游戏玩法情况:(1)大多数参与者的动作影响游戏玩法(玩家主导游戏)的情况,以及(2)参与者几乎没有动作影响游戏玩法的情况(非-玩家主导游戏)。基于使用一般自我效能感量表和游戏用户体验满意度量表进行评估的结果是,玩家主导型游戏会导致较高的自我效能感,并且自我效能感和娱乐性之间存在很强的线性关系。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号