Participants were paid £10 for taking part, and consisted of an equal mix of hardcore and casual players so that the strategies would reflect a range of player ability. Participants: Twenty participants (F=5 M=15 Mean age = 25.2) were recruited from a university participant pool. Design : This was an observational study of game-play that included a post-play interview, where a recording of the game-play session was reviewed by participants. In order to further explore these issues, we describe two observational studies of game-play (supplemented by post-play interviews) that explore learning in the form of the different types of strategies people adopt within single- player and multi-player contexts. While the research discussed above has examined the challenges and problems that can occur during play, it lacks comprehensive investigation into the variety of strategies players adopt to overcome challenges across different games. For instance, other CPM examples are “ Laughter or excitement together ” and “Got in each other’s way”. However, these metrics are presented as a tool for evaluating game-play in relation to cooperative design patterns, not for understanding how learning occurs in relation to the player. WONDERPUTT 2 GAME HOW TOThese include examples such as “Worked out strategies” (where players discuss how to solve problems, divide up game zones, and/or consult each other while navigating the game world) and “Helpin g each other” (where players discuss controllers and game mechanics, dictate how an obstacle should be overcome, and/or rescue a player who is failing). While not explicitly focusing on player strategies, some of Cooperative Performance Metrics (CPMs) presented suggest certain types of strategies that occur during cooperative play. present a method for evaluating cooperative game design. Adopting a different emphasis, El-Nasr et al. The previous studies mentioned have focused on single- player games. 541) they may have found the instructions boring and preferred to ignore them. This suggests that players do not always pay attention to help provided by the game, though, given that the participants reported that they “prefer more complex action and strategy games” (p. No serious usability issues were uncovered though the authors note that while the game offers a hint function that provides explicit instructions to the player, these were never heeded by the participants. During the post-play interview, participants suggested the main strategies they use to learn games are “trial and error” and using “friends as sources of information”. Perhaps unsurprisingly, the results indicated fixation times were lowest in relation to the menu and highest in the area where participants had to focus on solving problems. In order to investigate the strategies novices adopt when playing a new game ( Return of the Incredible Machine: Contraptions ), Alkan & Cagiltay integrated eye- tracking equipment within a usability study. While their study indicates that expertise may lead to different kinds of problem solving, the strategies used by players were not classified during the analysis so it is unclear how they actually overcame impasses. They found that frequent game players generally made more references to insight and game strategies than infrequent players, though all players tended to comment on game progress and potential game strategies after reaching an impasse. The authors describe an impasse as “a catalyst for the acquisition of new knowledge and problem-solving strategies” while games are described as a venue for examining the specific problem solving strategies that facilitate ‘expert’ performance during game play” (p. conducted a think-aloud study that examined how frequent and infrequent players negotiated impasses within Sonic the Hedgehog 2. There has also been some interest in problem-solving in games and the strategies players adopt from a psychological perspective. the research reported by Iacovides and colleagues does not explicitly consider the different strategies players adopt in attempting to overcome breakdowns and achieve breakthroughs.
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