Learning curves: analysing pace and challenge in four successful puzzle games

Learning curves: analysing pace and challenge in four successful puzzle games
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学习曲线:分析四款成功益智游戏的节奏和挑战

DOI:
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发表时间:
2014
期刊:
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
影响因子:
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通讯作者:
B. Roche
B. Roche
中科院分区:
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文献类型:
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作者:
Conor Linehan;George Bellord;B. Kirman;Z. Morford;B. Roche

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长期以来,游戏中引入挑战的速度一直被认为是决定游戏玩家体验的乐趣和难度以及他们从游戏中学习的能力的关键因素。为了了解如何最好地应对游戏中的挑战,分析已经被证明具有高度吸引力的游戏具有很大的价值。使用从行为心理学对人们如何解决问题的理解中得出的指标来观察和分析四种益智游戏(《传送门》、《传送门 2》合作模式、《时空幻境》和《旅鼠》)的播放视频。调查结果表明; 1) 每个游戏中学到的主要技能都是单独介绍的,2) 通过简单的谜题,只需要该技能的基本表现,3) 玩家有机会练习该技能并将其与以前学过的技能相结合,4) 谜题的复杂性增加,直到引入下一个新技能。这些数据为设计师提供了实用指导,支持当代游戏中学习结构设计的思维,并为实证研究的未来方向提出了建议。
The pace at which challenges are introduced in a game has long been identified as a key determinant of both the enjoyment and difficulty experienced by game players, and their ability to learn from game play. In order to understand how to best pace challenges in games, there is great value in analysing games already demonstrated as highly engaging. Play-through videos of four puzzle games (Portal, Portal 2 Co-operative mode, Braid and Lemmings), were observed and analysed using metrics derived from a behavioural psychology understanding of how people solve problems. Findings suggest that; 1) the main skills learned in each game are introduced separately, 2) through simple puzzles that require only basic performance of that skill, 3) the player has the opportunity to practice and integrate that skill with previously learned skills, and 4) puzzles increase in complexity until the next new skill is introduced. These data provide practical guidance for designers, support contemporary thinking on the design of learning structures in games, and suggest future directions for empirical research.