The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game

The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game
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使用以玩家为中心的正强化来安排游戏内奖励可以提高严肃游戏中的乐趣和表现

DOI:
10.17083/ijsg.v1i4.47
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发表时间:
2014
期刊:
Int. J. Serious Games
影响因子:
--
通讯作者:
D. Novak
D. Novak
中科院分区:
--
文献类型:
--
作者:
Aniket Nagle;P. Wolf;R. Riener;D. Novak

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在用于增加严肃游戏中的乐趣和表现的方法中,奖励计划,即,确定何时应该给予游戏内奖励,还没有得到充分的探索。在本研究中,我们设计了一个简单的记忆训练严重的游戏,并比较了两种方法的调度奖励,都是基于范式的正强化:固定比例的时间表,其中奖励后,给予固定数量的正确反应,和可变比例的时间表,其中奖励后,给予不可预测的正确反应的数量。为了解释玩家对奖励偏好的可变性,通过根据玩家对奖励的偏好调整时间表比率,在两个时间表中包括以玩家为中心的子模式。这种方法的有效性进行了测试,通过比较它对两个更多的子模式:一个使用预定的比例,另一个设置的比例相反的球员的喜好。该游戏被放在网上,并与210名参与者进行了测试。在以玩家为中心的子模式中,游戏的乐趣、表现、持续时间和再次玩游戏的可能性明显高于其他子模式。平均而言,可变比率方案在结局指标方面优于固定比率方案。结果强调了游戏中奖励的重要性,并表明根据以玩家为中心的可变比率计划给予奖励有可能使严肃的游戏更有效。
Among the methods used to increase enjoyment and performance in serious games, reward schedules, i.e., determining when in-game rewards should be given, have not been sufficiently explored. In the present study, we designed a simple memory training serious game and compared two methods of scheduling rewards, both based on the paradigm of positive reinforcement: fixed ratio schedule, in which rewards were given after a fixed number of correct responses, and variable ratio schedule, in which rewards were given after an unpredictable number of correct responses. To account for the variability in player preference for rewards, a player-centered sub-mode was included in both schedules by adjusting the schedule ratio according to player preference for rewards. The effectiveness of this approach was tested by comparing it against two more sub-modes: one which used a predetermined ratio, and another which set the ratio to the opposite of player preference. The game was put online and tested with 210 participants. Enjoyment, performance, duration of gameplay, and likelihood to play again were significantly higher in the player-centered sub-mode than the other sub-modes. On average, the variable-ratio schedule was better in the outcome measures than the fixed-ratio schedule. The results highlight the importance of in-game rewards, and indicate that giving rewards according to a player-centered variable-ratio schedule has the potential to make serious games more effective.
固定和可变比率对人类行为变异性的影响。
DOI: 10.1901/jeab.1993.59-349
发表时间: 1993
影响因子: 2.7
作者:
Tatham,TA;Wanchisen,BA;Hineline,PN
通讯作者: Hineline,PN