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Engagement Effects of Player Rating System-Based Matchmaking for Level Ordering in Human Computation Games

机译:基于玩家评分系统的配对对人工计算机游戏水平排序的影响

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摘要

Human computation games lack established ways of balancing the difficulty of tasks or levels served to players, potentially contributing to their low engagement rates. Traditional player rating systems have been suggested as a potential solution: using them to rate both players and tasks could estimate player skill and task difficulty and fuel player-task matchmaking. However, neither the effect of difficulty balancing on engagement in human computation games nor the use of player rating systems for this purpose has been empirically tested. We therefore examined the engagement effects of using the Glicko-2 player rating system to order tasks in the human computation game Paradox. An online experiment (n=294) found that both matchmaking-based and pure difficulty-based ordering of tasks led to significantly more attempted and completed levels than random ordering. Additionally, both matchmaking and random ordering led to significantly more di cult tasks being completed than pure difficulty-based ordering. We conclude that poor balancing contributes to poor engagement in human computation games, and that player rating system-based difficulty rating may be a viable and efficient way of improving both.
机译:人工计算游戏缺乏平衡玩家所执行任务或级别难度的既定方法,这可能导致其参与度低。有人建议使用传统的球员评分系统作为一种潜在的解决方案:使用它们对球员和任务进行评分,可以估算出球员的技能和任务难度,并促进球员与任务的对接。但是,既没有通过经验测试难度平衡对人类计算游戏参与度的影响,也没有为此目的使用玩家评分系统。因此,我们研究了使用Glicko-2玩家评分系统对人类计算游戏Paradox中的任务进行排序的互动效果。一项在线实验(n = 294)发现,基于匹配匹配和纯粹基于难度的任务排序比随机排序导致的尝试次数和完成水平要高得多。此外,比起单纯的基于难度的排序,匹配和随机排序都导致完成难度更大的任务。我们得出的结论是,差的平衡会导致人类计算游戏的参与度降低,并且基于玩家评分系统的难度评分可能是同时提高两者的可行且有效的方法。

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