ali alkhafaji peter hastings brian grey depaul university
TRANSCRIPT
Establishing a New Framework to Measure Challenge, Control and Goals in Different Game Genres
Ali AlkhafajiPeter Hastings
Brian GreyDePaul University
Serious/Educational Games (Habgood)◦ Exogenous
Easy to build Glorified PowerPoint presentations
◦ Endogenous Harnesses the inherit motivation in games Difficult to build Lack of understanding
Motivation!
What is the Problem?
There are two types of motivation◦ Extrinsic Motivation (reward/punishment)
Home work Chores
◦ Intrinsic Motivation Videogames Sports (sometimes)
Understanding Motivation
Previous Research Important factors affecting motivation in games:
◦ Malone, 1980 & Malone and Lepper, 1987 Motivation in video games
◦ Deci and Ryan, 2000 Factors affecting intrinsic motivation
◦ Habgood, 2005 intrinsic integration of learning content (Zombie Division)
◦ Deen and Schouten, 2010 Proposes identified regulations, uses a player’s perception
because intrinsic needs differ◦ Garris, 2002
An overview of the different factors which affect motivation in games based on previous literature
Key Game Attributes for Motivation (Garris 2002) Fantasy: Context, themes or characters Rules/Goals: Rules, goals and feedback Sensory Stimuli: Visual or auditory Challenge: Level of difficulty Mystery: Determinism Control: Player’s control
Players’ Perception How much of each game attribute do we
need to make the game motivating?◦ Empirically figure it out!
But, some of these attributes are completely subjective like challenge, control, etc
◦ Ask players about their experience to determine their perception
First Study - Goal Break down the game attributes into
measurable descriptions◦ Challenge: The difficulty level of the game,
ranging from too easy to too difficult◦ Control: How much control does a player
perceives, that they have over the game (directions and objectives)?
◦ Goals: Defined by short and long term objectives
Notice we skipped 3 attributes!
First Study - Survey Questions Produce questions for the survey takers which
measures these attributes◦ Challenge: In an optimal game, how many tries does it
take to finish an average level? ◦ Control: In an optimal game, what is the ideal number of
directions you should be able to choose from at any given time?
◦ Control: In an optimal game, what is the ideal number of objectives you should be able to choose from at any given time?
◦ Goal: In an optimal game, how many short-term goals you should have at any given time?
◦ Goal: In an optimal game, how many long-term goals you should have at any given time?
First Study - Respondents We received 87 responses:
◦ Challenge: 86.2% of respondents felt that an optimally challenging game should take a player 2-5 attempts to finish a level
◦ Control: 82.8% of respondents felt that an optimal game allows the user to choose between 2-5 directions at any given time
◦ Control: 74.7% of respondents felt that an optimal game allows the user to choose between 3-5 objectives at any given time
◦ Goals: 63.2% of respondents felt that an optimal game provides its users with 2-6 short-term goals at any given time
◦ Goals: 49.4% of respondents felt that an optimal game provides its users with 2-6 long-term goals at any given time
First Study - Discussion The Generic CCG Framework is a great
initial step, but◦ How much will player perception vary between
genres? The second study addresses this point
Second Study - Survey Questions We mapped each question from the first
study to the second study based on genre◦ We considered a “level” to be a “race” for racing
games, a “game segment” in sports games, a “solo boss fight” in RPG and retained “level” for FPS and arcade games
We received 77 responses and results were very similar to that of the first study
Second Study - Discussion This study addresses the differences
between different genres We still haven’t accounted for fantasy,
auditory stimuli and mystery We should also consider other interpersonal
attributes, like cooperation, competition and collaboration
Expand on other genres like: Action, Adventure and Simulations
We are currently working on:◦ Validating the CCG Framework - including all six
intrapersonal attributes◦ Testing the impact of Challenge on Motivation in a
commercial game: Super Mario Bros.
◦ and in a Serious Game: Policy World
Discussion (continued)
For more information please visit:
http://edutainment.pbworks.com
Questions