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A derived relations analysis of computer gaming complexity

By Conor Linehan, Bryan Roche and Ian Stewart


Computer game designers have frequently identified game complexity or “challenge”\ud as a key variable in determining the level of enjoyment users derive from computer\ud games. However, no technical and psychological definition of complexity exists in\ud the gaming literature. The current paper reports on an experiment designed to test a\ud derived relations approach to defining game complexity. Twenty three participants\ud were recruited and exposed to a stimulus equivalence training procedure, designed to\ud train two five-member equivalence relations. Subsequently, participants were\ud presented with a simulated computer game in which they were required to\ud demonstrate responding in accordance with both one-node and three-node derived\ud stimulus equivalence relations under severe time constraints in order to gain a high\ud score. Participants demonstrated consistently correct responding in accordance with\ud DRR. In addition, significantly more correct responses were produced at the\ud relationally less complex (i.e., one-node) level. It is suggested that a derived relations\ud analysis of game complexity may serve as a viable framework within which to\ud investigate the complex processes involved in game playing

Topics: G440 Human-computer Interaction, C830 Experimental Psychology
Publisher: Norwegian Association for Behavior Analysis
Year: 2010
OAI identifier: oai:eprints.lincoln.ac.uk:3395
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