Engagement effects of player rating system-based matchmaking for level ordering in human computation games

Engagement effects of player rating system-based matchmaking for level ordering in human computation games
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基于玩家评分系统的人类计算游戏中等级排序匹配的参与效果

DOI:
10.1145/3102071.3102093
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发表时间:
2017
期刊:
Proceedings of the 12th International Conference on the Foundations of Digital Games
影响因子:
--
通讯作者:
Cooper, Seth
Cooper, Seth
中科院分区:
--
文献类型:
--
作者:
Sarkar, Anurag;Williams, Michael;Deterding, Sebastian;Cooper, Seth

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人类计算游戏缺乏平衡任务难度或提供给玩家的级别的既定方法,这可能导致他们的参与率较低。传统的玩家评级系统被认为是一种潜在的解决方案:使用它们来对玩家和任务进行评级,可以估计玩家的技能和任务难度,并促进玩家与任务的匹配。然而,在人类计算游戏中,难度平衡对参与度的影响,以及为此目的使用玩家评级系统,都没有得到经验测试。因此,我们研究了在人类计算游戏Paradox.中使用Glicko-2玩家评级系统对任务进行排序的参与效果。一项在线实验(n=294)发现,基于匹配的任务排序和基于纯难度的任务排序都比随机排序导致更多的尝试和完成水平。此外,与纯粹基于难度的排序相比,配对和随机排序都会导致更多困难任务的完成。我们的结论是,在人类计算游戏中,较差的平衡导致较差的参与度,而基于玩家评级系统的难度评级可能是提高两者的可行和有效的方法。
Human computation games lack established ways of balancing the difficulty of tasks or levels served to players, potentially contributing to their low engagement rates. Traditional player rating systems have been suggested as a potential solution: using them to rate both players and tasks could estimate player skill and task difficulty and fuel player-task matchmaking. However, neither the effect of difficulty balancing on engagement in human computation games nor the use of player rating systems for this purpose has been empirically tested. We therefore examined the engagement effects of using the Glicko-2 player rating system to order tasks in the human computation gameParadox.An online experiment (n=294) found that both matchmaking-based and pure difficulty-based ordering of tasks led to significantly more attempted and completed levels than random ordering. Additionally, both matchmaking and random ordering led to significantly more difficult tasks being completed than pure difficulty-based ordering. We conclude that poor balancing contributes to poor engagement in human computation games, and that player rating system-based difficulty rating may be a viable and efficient way of improving both.
DOI: 10.1080/02664760120059219
发表时间: 2001-08-01
影响因子: 1.5
作者:
Glickman, ME
通讯作者: Glickman, ME
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DOI: --
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