Relating Cognitive Models of Computer Games to User Evaluations of Entertainment Paolo Piselli, Mark Claypool Worcester Polytechnic Institute Worcester,

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Presentation transcript:

Relating Cognitive Models of Computer Games to User Evaluations of Entertainment Paolo Piselli, Mark Claypool Worcester Polytechnic Institute Worcester, MA, USA Social Science and Policy Studies James Doyle Interactive Media and Game Development

Introduction Apply HCI techniques for studying software to studying games –Cognitive model Relationship between cognitive model of interaction with game and enjoyment Keep it simple so could construct model apriori Consider number of choices and pace at which user makes those choices Motivation – better understanding, better (more fun) games FDG, Orlando, FL, USA2

Outline Introduction(done) Approach(next) Results Conclusions FDG, Orlando, FL, USA3

Approach Design game –Define models Develop game –Build variants Conduct user study Analyze results FDG, Orlando, FL, USA4

Game Design – The Idea Choose game with model in mind –Simple so no cognitive task analysis –Choice of player limited and clear “Rules” like –IF opponent punches high THEN block high and counter-punch low –IF opponent punches low THEN block low and counter-punch high FDG, Orlando, FL, USA5 Punch Out!

Game Design – The Concept Pace (rules per second) Complexity (number of active rules) Pilot studies –Pace: 1/2 seconds or 1/4 seconds –Complexity: 4 active or 8 active conditions FDG, Orlando, FL, USA6 8 possible conditions? Need all 4 limbs involved! Kick Boxing!

Game Development Game Maker 2D sprites –Modeled, mapped, boned and animated in 3DS MAX –Textured in Photoshop Variants: FDG, Orlando, FL, USA7

User Study Solicit users (extra credit for class) Scheduling in ½ hour slots –No interference from other participants In-game tutorial Game on  10 rounds –One variant only –Post-round assessment Questionnaire at end FDG, Orlando, FL, USA8

Results Pace –Game was engaging FDG, Orlando, FL, USA9 103 participants Mostly undergraduates 82 male, 21 female 72% < 10 hours games/week, 50% < 5 hours Two-way ANOVA for pace and complexity Complexity –Game was difficult to learn –Game was difficult to play –Game held attention –Game had a goal

User Performance versus Time FDG, Orlando, FL, USA10 Performance increaseSlow/fast similar Simple/complex different

User Enjoyment versus Time FDG, Orlando, FL, USA11 No simple increase, so not strictly tied to performance

Enjoyment versus Performance FDG, Orlando, FL, USA12 “Inverted-U” [YD1908], but for performance versus enjoyment “Golidlocks” function [BU2006] utter defeat utter victory

Conclusions Cognitive models did not relate directly to enjoyment, but did relate to difficulty Inverted-U phenomenon matches theoretical models of enjoyment Increasing performance not as important to enjoyment as being close to margin-of- victory “sweet spot” FDG, Orlando, FL, USA13

Future Work “Victory” is just a goal condition: how do goals play into enjoyment? –One victory condition vs. multiple sub goals –Frequency of goal satisfaction Cognitive models can speak of difficulty –Investigate other variables: i.e. speed, working set –Investigate more complex games and games involving continuous control Given identical cognitive demands, how much do aesthetics and context affect enjoyment? FDG, Orlando, FL, USA14

Relating Cognitive Models of Computer Games to User Evaluations of Entertainment Paolo Piselli, Mark Claypool Worcester Polytechnic Institute Worcester, MA, USA Social Science and Policy Studies James Doyle Interactive Media and Game Development