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High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

机译:游戏设计元素中的高用户控制能力提高了记忆训练游戏的合规性和游戏内性能

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摘要

Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.
机译:越来越多的老年人使用计算机游戏来训练诸如工作记忆和注意力之类的认知功能。尽管认知训练游戏通常包含诸如难度适应,奖励和视觉主题之类的元素,以使游戏更有趣,更有效,但尚未系统地研究不同程度的用户控制操纵这些元素的效果。为了解决此问题,在健康的老年人(N = 21、69.9±6.4岁)中测试了上述三个游戏元素的两种不同实现,他们在家里的平板电脑上玩类似游戏的n-back任务版本3周。考虑了两种模式,根据用户对这三个元素的控制程度来区分:用户对难度与自动难度调整的控制,与难度有关的奖励与自动反馈消息的相对控制以及视觉主题与无选择的用户选择。比较了两种模式(“用户控制”和“自动”)的游戏频率,游戏持续时间和游戏内性能。参与者可以随时随地自由玩游戏。与AUTO参与者相比,USER-CONTROL参与者的游戏频率,总游戏时长和游戏内性能要高得多。本研究的结果证明了在三个游戏元素中提供用户控制的功效,同时验证了一项基于家庭的研究设计,其中参与者不受任何训练方案的约束,并且可以随时随地玩游戏。这些结果对于设计认知训练游戏具有重要意义,该游戏会引起更高的依从性和更好的游戏内性能,并且重点放在基于家庭的训练上。

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