9,942 research outputs found
Optimizing Player and Viewer Amusement in Suspense Video Games
Broadcast video games need to provide amusement to both players and audience. To achieve
this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles.
Suspense is typically achieved in video games by controlling the amount of delivered information about
the location of the threat. However, previous research suggests that players need more frequent information
to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order
to obtain models that maximize amusement for both interactive and passive audiences, we conducted an
experiment in which a group of subjects played a suspenseful video game while another group watched it
remotely. The subjects were asked to report their perceived suspense and amusement, and the data were
used to obtain regression models for two common strategies to evoke suspense in video games: by alerting
when the threat is approaching and by random circumstantial indications about the location of the threat.
The results suggest that the optimal level is reached through randomly providing the minimal amount of
information that still allows players to counteract the threat.We reckon that these results can be applied to a
broad narrative media, beyond interactive games
Computer Programming Effects in Elementary: Perceptions and Career Aspirations in STEM
The development of elementary-aged students’ STEM and computer science (CS) literacy is critical in this evolving technological landscape, thus, promoting success for college, career, and STEM/CS professional paths. Research has suggested that elementary- aged students need developmentally appropriate STEM integrated opportunities in the classroom; however, little is known about the potential impact of CS programming and how these opportunities engender positive perceptions, foster confidence, and promote perseverance to nurture students’ early career aspirations related to STEM/CS. The main purpose of this mixed-method study was to examine elementary-aged students’ (N = 132) perceptions of STEM, career choices, and effects from pre- to post-test intervention of CS lessons (N = 183) over a three-month period. Findings included positive and significant changes from students’ pre- to post-tests as well as augmented themes from 52 student interviews to represent increased enjoyment of CS lessons, early exposure, and its benefits for learning to future careers
The Impact of Flow in an EEG-based Brain Computer Interface
Major issues in Brain Computer Interfaces (BCIs) include low usability and
poor user performance. This paper tackles them by ensuring the users to be in a
state of immersion, control and motivation, called state of flow. Indeed, in
various disciplines, being in the state of flow was shown to improve
performances and learning. Hence, we intended to draw BCI users in a flow state
to improve both their subjective experience and their performances. In a Motor
Imagery BCI game, we manipulated flow in two ways: 1) by adapting the task
difficulty and 2) by using background music. Results showed that the difficulty
adaptation induced a higher flow state, however music had no effect. There was
a positive correlation between subjective flow scores and offline performance,
although the flow factors had no effect (adaptation) or negative effect (music)
on online performance. Overall, favouring the flow state seems a promising
approach for enhancing users' satisfaction, although its complexity requires
more thorough investigations
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