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Towards a system of customized video game mechanics based on player personality: Relating the Big Five personality traits with difficulty adaptation in a first-person shooter game

机译:建立基于玩家个性的定制视频游戏机制系统:在第一人称射击游戏中将五种人格特质与难于适应性联系起来

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摘要

While personality is known to moderate the kind of video games people like to play, the link between personality and game mechanics has not been explored. Finding such a link can enable customizing game mechanics based on personality, potentially making games more enjoyable and suited to a wide range of players. The present work investigated the relationship between the Big Five personality traits and four different implementations of difficulty adaptation, a popular game mechanic, in a first-person shooter game. In Study 1, a linear regression model was derived to relate the five personality traits with enjoyment (ENJ) and gameplay duration (DUR) in the four difficulty adaptations. In Study 2, this regression model was used to construct a predictor that chose a difficulty adaptation which maximized ENJ and DUR based on player personality. The predictor was tested against dynamic difficulty adjustment (DDA), which matched difficulty to user performance. ENJ and DUR were significantly higher in the prediction group than the DDA group. The present work highlights the importance of difficulty adaptation as a game mechanic, and suggests that personality could also be related to other game mechanics. Accordingly, a framework for personality-based game mechanics customization is proposed to foster future research.
机译:尽管众所周知个性可以调节人们喜欢玩的视频游戏的种类,但尚未探索个性与游戏机制之间的联系。找到这样的链接可以使基于个性的游戏机制自定义,从而有可能使游戏更加有趣并适合广泛的玩家。本工作调查了第一人称射击游戏中的五种人格特质与四种不同的难度适应方法(一种流行的游戏机制)之间的关系。在研究1中,得出了线性回归模型,以将四种难度适应中的五个人格特质与享乐(ENJ)和游戏持续时间(DUR)相关联。在研究2中,该回归模型用于构建预测变量,该预测变量选择了难度适应性,从而根据玩家的个性最大化ENJ和DUR。该预测变量已针对动态难度调整(DDA)进行了测试,该调整将难度与用户表现相匹配。预测组的ENJ和DUR显着高于DDA组。本工作强调了难度适应作为游戏机制的重要性,并暗示个性也可能与其他游戏机制有关。因此,提出了基于个性的游戏机制定制框架,以促进未来的研究。

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