Matching Items (4)

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Evaluating Enjoyment of Idle Game with Currency Rate

Description

This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates

This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates are examined. The player can get
money more easily in a lower currency rate. Two groups of players are formed, and there are 5
players in group A and group B respectively. Players in group A are assigned to play the idle
game with a higher currency rate and players in group B are assigned to play the game with a
lower currency rate. The idle game is created by using Unity and C# language. The feedback
from the players is collected by asking them to finish an 11-question survey. The analysis is
based on the game’s currency rate and survey results. It is concluded that a higher currency rate
lowers players’ enjoyment of the idle game.

Contributors

Agent

Created

Date Created
2019-12

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What's in a game's name?: task framing, learning, and enjoyment in an educational game

Description

This study explores the influence of framing and activity type on expectations of learning and enjoyment as well as performance in a paraphrase identification task. In the first experiment, 80 students played one of three activities framed as either a

This study explores the influence of framing and activity type on expectations of learning and enjoyment as well as performance in a paraphrase identification task. In the first experiment, 80 students played one of three activities framed as either a "play" or "learning" task. Students then completed one of three activities; learning only, an educational game, or a play only activity. Results showed that the play frame had an effect on learning expectations prior to completing the activity, but had no effect after completing the activity. Students who completed the educational game scored significantly higher on the posttest learning assessment than those in the play only activity. Pairwise comparisons also indicated that students who completed the educational game performed just as well as the learning only activity when given the posttest learning assessment. Performance in the paraphrase identification task was collected using data logged from student interactions, and it was established that although there was an interaction between performance and activity type, this interaction was due to a significant difference during the second round. These results suggest that framing can influence initial expectations, and educational games can teach a simple writing strategy without distracting from the educational task. A second experiment using 80 students was conducted to determine if a stronger frame would influence expectations and to replicate the effect of activity type on learning and enjoyment. The second study showed no effect of framing on expected or reported enjoyment and learning. The performance results showed a significant interaction between performance and activity type, with the interaction being driven by the first round that students completed. However, the effect of activity type was replicated, suggesting that game features can enhance student enjoyment and are not a detriment to learning simple strategy-based tasks.

Contributors

Agent

Created

Date Created
2013

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Modeling gameplay enjoyment through feature preferences, goal orientations, usage, and gender

Description

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.

Contributors

Agent

Created

Date Created
2013

Why Exercise? An Intervention to Promote Healthy Activity

Description

Physical activity has been shown to have a multitude of physical health benefits, including reduction of risk of certain illnesses and an overall improvement in physical and cognitive functioning. Current intervention techniques work to improve physical activity habits in participants

Physical activity has been shown to have a multitude of physical health benefits, including reduction of risk of certain illnesses and an overall improvement in physical and cognitive functioning. Current intervention techniques work to improve physical activity habits in participants through education about these long-term health benefits. However, most individuals living in the United States are not currently reaching ideal amounts of physical activity, suggesting that these interventions have not been entirely effective. Might an intervention that fosters intrinsic motivation via exercise enjoyment be more effective? The current study sought to compare a long-term health benefit-focused intervention to an alternative that focuses on immediate enjoyment of exercise. Participants were randomly assigned to one of these two intervention conditions. Participants reported their time spent doing physical activity and level of enjoyment of physical activity pre- and post-intervention. We found no significant differences between conditions. Frequency and enjoyment of physical activity increased post-intervention, regardless of condition. Future research should be done to correct the limitations of this study and gain a more accurate view into which factors are most important in exercise motivation.

Contributors

Agent

Created

Date Created
2022-05