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1.
R Soc Open Sci ; 10(2): 220274, 2023 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-36756072

RESUMO

How does the difficulty of a task affect people's enjoyment and engagement? Intrinsic motivation and flow theories posit a 'goldilocks' optimum where task difficulty matches performer skill, yet current work is confounded by questionable measurement practices and lacks scalable methods to manipulate objective difficulty-skill ratios. We developed a two-player tactical game test suite with an artificial intelligence (AI)-controlled opponent that uses a variant of the Monte Carlo Tree Search algorithm to precisely manipulate difficulty-skill ratios. A pre-registered study (n = 311) showed that our AI produced targeted difficulty-skill ratios without participants noticing the manipulation, yet different ratios had no significant impact on enjoyment or engagement. This indicates that difficulty-skill balance does not always affect engagement and enjoyment, but that games with AI-controlled difficulty provide a useful paradigm for rigorous future work on this issue.

2.
Sci Rep ; 13(1): 386, 2023 01 07.
Artigo em Inglês | MEDLINE | ID: mdl-36611041

RESUMO

Despite the prevalence of gaming as a human activity, the literature on playtime is uninformed by large-scale, high-quality data. This has led to an evidence-base in which the existence of specific cultural gaming cultures (e.g. exceptional levels of gaming in East Asian nations) are not well-supported by evidence. Here we address this evidence gap by conducting the world's first large-scale investigation of cross-cultural differences in mobile gaming via telemetry analysis. Our data cover 118 billion hours of playtime occurring in 214 countries and regions between October 2020 and October 2021. A cluster analysis establishes a data-driven set of cross-cultural groupings that describe differences in how the world plays mobile games. Despite contemporary arguments regarding Asian exceptionalism in terms of playtime, analysis shows that many East Asian countries (e.g., China) were not highly differentiated from most high-GDP Northern European nations across several measures of play. Instead, a range of previously unstudied and highly differentiated cross-cultural clusters emerged from the data and are presented here, showcasing the diversity of global gaming.


Assuntos
Comportamento Aditivo , Aplicativos Móveis , Jogos de Vídeo , Humanos , Comparação Transcultural , Comportamento Aditivo/epidemiologia , China
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