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Motivated to lose? Evaluating challenge and player motivations in games

机译:动力失去? 评估游戏中的挑战和球员动机

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Players report losing some games can be as much fun, or more than winning. It is imperative to identify what motivates a player to pursue failure in games due to the importance of many games now used for educational and health purposes. The game?s intended outcomes can be entirely undermined if players would rather lose than win the game. To achieve reliable predictions on the win/lose dilemma, we propose a new model of challenge, Dynamic Probability Response, which quantifies the degree and type of challenge. Many previous studies focus on individual differences in play. This study focuses on how different play motivations interact. Three conceptualisations of winning were tested against each other by giving players a mutually exclusive choice between challenge, gratuitous feedback from interaction (juice hypothesis), and compliance with visual cues denoting victory (game value adoption hypothesis). Each potential motivation for play was derived from psychological theory that is prevalent in the game design literature. Using a within-subject ANOVA, the three hypothesised motivations investigated were each individually supported. Some hypotheses about which motivations can disrupt the game?s goal were supported. Others were not. The applications of these results to game and simulation design are discussed.
机译:玩家报告失去一些游戏可以很有趣,或者比胜利更多。由于许多游戏现在用于教育和健康目的的重要性,必须确定旨在识别玩家在游戏中进行失败的内容。如果玩家宁愿失去比赢得比赛,游戏的意图结果可以完全被破坏。为了实现对胜利/丢失困境的可靠预测,我们提出了一种新的挑战模式,动态概率响应,这量化了挑战的程度和类型。许多以前的研究侧重于戏剧中的个体差异。本研究重点介绍了不同的戏剧动机互动。通过在挑战中的互动(果汁假设)之间的互相反馈之间进行互动的相互独家选择,以及遵守表示胜利的视觉提示(游戏价值采用假设的视觉提示),互相测试了三个概念的概念互相测试。每个潜在的游戏动机都来自于游戏设计文献中普遍的心理理论。使用主题内的ANOVA,调查的三个假设动机各自被单独支持。有些假设可以扰乱游戏的目标是支持的。其他人不是。讨论了这些结果对游戏和仿真设计的应用。

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