Paliyawan Pujana, Thawonmas Ruck, Sookhanaphibarn Kingkarn, Choensawat Worawat
Ritsumeikan Center for Game Studies, Ritsumeikan University, Kyoto, Japan.
College of Information Science and Engineering, Ritsumeikan University, Japan.
Heliyon. 2024 Jan 2;10(2):e23967. doi: 10.1016/j.heliyon.2023.e23967. eCollection 2024 Jan 30.
This paper discusses the popularity of live streaming video games and its potential to address psychological challenges, especially during the COVID-19 pandemic. An audience participation game (APG) that involve massive audiences in gameplay, blurring the lines between viewers and players, is introduced. The game highlights the dynamic adjustment of AI character strengths based on audience inputs, specifically cheering and jeering. The study examines factors that influence user experience (UX) and activeness in APG. System evaluation includes comprehensive AI testing, consisting of 500,000 one-minute game rounds, and a user experiment involving 82 participants. UX assessment is conducted using a pairwise preference, four-alternative forced choice (4-AFC), version of the Game User Experience Satisfaction Scale (GUESS). Finally, the paper concludes by offering guidelines and hypotheses for future research in the field of APGs.
本文讨论了直播视频游戏的受欢迎程度及其应对心理挑战的潜力,尤其是在新冠疫情期间。文中介绍了一种观众参与游戏(APG),该游戏让大量观众参与到游戏玩法中,模糊了观众和玩家之间的界限。该游戏突出了基于观众输入(具体为欢呼和嘲笑)对人工智能角色优势进行动态调整。这项研究考察了影响观众参与游戏中用户体验(UX)和活跃度的因素。系统评估包括全面的人工智能测试,该测试由50万次一分钟的游戏回合组成,以及一项涉及82名参与者的用户实验。用户体验评估使用了游戏用户体验满意度量表(GUESS)的成对偏好、四选一强制选择(4-AFC)版本。最后,本文通过为观众参与游戏领域的未来研究提供指导方针和假设来得出结论。