The Puzzle Challenge Analysis Tool. A Tool for Analysing the Cognitive Challenge Level of Puzzles in Video Games

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-27
Author(s):  
Megan Pusey ◽  
Kok Wai Wong ◽  
Natasha Anne Rappa

Video games are often designed around puzzles and problem-solving, leading to challenging yet engaging experiences for players. However, it is hard to measure or compare the challenge level of puzzles in video games. This can make designing appropriately challenging puzzles problematic. This study collates previous work to present refined definitions for challenge and difficulty within the context of video games. We present the Puzzle Challenge Analysis tool which can be used to determine the best metrics for analysing the challenge level of puzzles within video games. Previous research has focused on measuring the difficulty of simple action video games, such as Pac-Man, which can be easily modified for research purposes. Existing methods to measure challenge or difficulty include measuring player brain activity, examining game features and player scores. However, some of these approaches cannot be applied to puzzles or puzzle games. For example, approaches relying on game scores will not work for puzzle games with no scoring system, where puzzles are either solved or not. This paper describes the design and development of the Puzzle Challenge Analysis tool using two case studies of commercial video games The Witness and Untitled Goose Game. The tool is also tested for generalisability on a third commercial puzzle video game, Baba Is You. This proposed tool can help game designers and researchers to objectively analyse and compare puzzle challenge and produce more in-depth insights into the player experience. This has implications for designing challenging and engaging games for a range of player abilities.

2020 ◽  
Vol 238 (12) ◽  
pp. 2769-2781
Author(s):  
Hanneke I. Van Mier ◽  
Hui Jiao

Abstract Spatial representation in the haptic domain has been shown to be prone to systematic errors. When participants are asked to make two bars haptically parallel, their performance deviates from what would be veridically parallel. This is hypothesized to be caused by the bias of the egocentric reference frame. Stimulating the use of an allocentric reference frame has previously been shown to improve performance in haptic parallelity matching. The aim of the current study was to investigate the influence of action video game experience on parallelity performance. We hypothesized that participants who extensively play action video games with a so-called ‘bird’s-eye view’ are likely to process spatial information more allocentrically, resulting in better performance in haptic parallelity matching. This was tested in two groups of male participants, 10 participants with extensive action video gaming experience (AVGPs) and 10 participants without or hardly any action video gaming experience (NAVGPs). Additionally, the effect of visual–haptic practice on haptic parallelity performance was tested. In the haptic blocks, blindfolded participants had to feel the orientation of a reference bar with their non-dominant hand and had to match this orientation on a test bar with their dominant hand. In subsequent visual–haptic blocks, they had full view of the set-up and visually paralleled both bars. As hypothesized, AVGPs performed significantly better in haptic blocks than NAVGPs. Visual–haptic practice resulted in significantly better performance in subsequent haptic blocks in both groups. These results suggest that playing action video games might enhance haptic spatial representation, although a causative relationship still needs to be established.


2020 ◽  
Author(s):  
Nigel Robb ◽  
Bo Zhang

Dynamic difficulty adjustment (DDA) in video games involves altering the level of challenge provided based on real-time feedback from the player. Some approaches to DDA use measurements of player performance, such as success rate or score. Such performance-based DDA systems aim to provide a bespoke level of challenge to each player, so that the game is neither too hard nor too easy. Previous research on performance-based DDA shows that it is linked to better player performance, but finds mixed results in terms of player experience (e.g., enjoyment). Also, while the concept of flow is regarded as an important aspect of video game experience, little research has considered the effects of performance-based DDA on flow. We conducted an experiment on the effects of performance-based DDA on player performance, enjoyment, and experience of flow in a video game. DDA was achieved using a generalised algorithm. 221 participants played either the DDA version of the game, a control version (difficulty remained constant), or an incremental version (difficulty increased regardless of performance). Results show that the DDA group performed significantly better. However, there were no significant differences in terms of enjoyment or experience of flow.


2021 ◽  
Author(s):  
Mohammad Hamzeloo ◽  
Daria Kvasova ◽  
Salvador Soto-Faraco

Prior studies investigating the effects of playing action video games on attentional control have demonstrated improvements on a variety of basic psychophysical tasks. However, as of yet, there is little evidence indicating that the cognitive benefits of playing action video games generalize to naturalistic multisensory scenes - a fundamental characteristic of our natural, everyday life environments. The present study addressed the generalization of attentional control enhancement due to AVGP experience to real-life like scenarios by comparing the performance of action video-game players (AVGPs) with non-players (NVGPs) on a visual search task using naturalistic, dynamic audio-visual scenes. To this end, a questionnaire collecting data on gaming habits and sociodemographic data as well as a visual search task was administered online to a gender-balanced sample of 60 participants of age 18 to 30 years. According to the standard hypothesis, AVGPs outperformed NVGPs in the search task overall, showing faster reaction times without sacrificing accuracy. In addition, in replication of previous findings, semantically congruent cross-modal cues benefited performance overall. However, according to our results, despite the overall advantage in search, and the multisensory congruence benefit, AVGPs did not exploit multisensory cues more efficiently than NVGPs. Exploratory analyses with gender as a variable indicated that the advantage of AVG experience to both genders should be done with caution.


2007 ◽  
Vol 18 (1) ◽  
pp. 88-94 ◽  
Author(s):  
C.S. Green ◽  
D. Bavelier

Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear. Here we show that playing action video games can alter fundamental characteristics of the visual system, such as the spatial resolution of visual processing across the visual field. To determine the spatial resolution of visual processing, we measured the smallest distance a distractor could be from a target without compromising target identification. This approach exploits the fact that visual processing is hindered as distractors are brought close to the target, a phenomenon known as crowding. Compared with nonplayers, action-video-game players could tolerate smaller target-distractor distances. Thus, the spatial resolution of visual processing is enhanced in this population. Critically, similar effects were observed in non-video-game players who were trained on an action video game; this result verifies a causative relationship between video-game play and augmented spatial resolution.


2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Dario Maggiorini ◽  
Laura Anna Ripamonti ◽  
Federico Sauro

Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.


2019 ◽  
Author(s):  
Pierre Bellec ◽  
Julie A. Boyle

A fundamental goal of computational neuroscience is to account for the implementation of cognitive processes in the brain, yet current models tend to focus on elementary cognitive processes. By contrast, video games have been designed to fully engage players, and require to constantly monitor the state of the game, in parallel to integrating strategic planning, decision making and taking action. While playing video games is hard, recent advances in artificial intelligence (AI) have made it possible to train deep neural networks that reach or even surpass human performance. We discuss challenges and opportunities in training artificial neural networks that could account jointly for human brain activity and behaviour during video game play. We argue that large-scale neuroimaging data may help to constrain the training of artificial networks and open new avenues for research at the intersection of neuroscience and AI.


2021 ◽  
Author(s):  
Hasan Onur Keles ◽  
Ahmet Omurtag

Abstract BACKGROUND Video games can be a valuable tool for surgery training. Individuals who interact or play video games, tend to have a better visuospatial ability when compared to non-gamers. Numerous studies suggest that video game experience is associated with faster acquisition, greater sharpening, and longer retention of laparoscopic skills. Given the neurocognitive complexity of surgery skill, multimodal approaches are required to understand how video game playing enhances laparoscopy skill. METHODS Data from thirteen surgeons with varying levels of laparoscopy experience and no video game experience, and 27 students with no laparoscopy experience and varying levels of video game experience performed standard laparoscopic training tasks. Their performance, subjective cognitive loading, and prefrontal cortical activity were recorded and analyzed. RESULTS The surgeons performed the tasks significantly faster, had significantly lower cognitive load as well as less left prefrontal activation, relative to the non-gamer novices. In gamer novices, the task completion time decreased significantly with increasing game experience. The cognitive load decreased significantly with increasing gaming experience in gamer novices and with laparoscopy experience in surgeons. CONCLUSION Our results suggest that along the dimensions of performance, cognitive load, and brain activity, the effects of video gaming experience on novice laparoscopy trainees are similar to those of real-world laparoscopy experience on surgeons. We believe that the neural underpinnings of surgery skill and its links with gaming experience need to be investigated further using wearable functional brain imaging.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-22
Author(s):  
Nicole A. Beres ◽  
Madison Klarkowski ◽  
Regan L. Mandryk

Video games frequently invoke high-pressure circumstances in which player performance is crucial. These high-pressure circumstances are incubators for 'choking' and 'clutching'-phenomena that broadly address critical failures and successes in performance, respectively. The eruption of esports into the mainstream has vitalized the need to understand performance in video games, and particularly in competitive games spaces. In this work, we explore the potential mechanisms behind choking and clutching and how they are related to player traits and tendencies. We report the results of multiple regression analyses, finding that the propensity to choke is positively correlated with Reinvestment, Obsessive Passion, and Public Self-Consciousness, as well as Approach and Avoidance coping styles. Likewise, we find that the propensity to clutch is negatively correlated with Social Anxiety, and positively with Private Self-Consciousness and player experience with competitive gaming. We propose that these findings can be utilized to scaffold and support performance in high-pressure gaming spaces, such as esports. This work represents an initial step in the empirical exploration of choking and clutching in competitive video game contexts.


2021 ◽  
Vol 12 ◽  
Author(s):  
Xia Wu ◽  
Ying Jiang ◽  
Yunpeng Jiang ◽  
Guodong Chen ◽  
Ying Chen ◽  
...  

Attention can help an individual efficiently find a specific target among multiple distractors and is proposed to consist of three functions: alerting, orienting, and executive control. Action video games (AVGs) have been shown to enhance attention. However, whether AVG can affect the attentional functions across different modalities remains to be determined. In the present study, a group of action video game players (AVGPs) and a group of non-action video game players (NAVGPs) selected by a video game usage questionnaire successively participated in two tasks, including an attention network task-visual version (ANT-V) and an attention network task-auditory version (ANT-A). The results indicated that AVGPs showed an advantage in orienting under the effects of conflicting stimuli (executive control) in both tasks, and NAVGPs may have a reduced ability to disengage when conflict occurs in visual task, suggesting that the AVGs can improve guidance toward targets and inhibition of distractors with the function of executive control. AVGPs also showed more correlations among attentional functions. Importantly, the alerting functions of AVGPs in visual and auditory tasks were significantly related, indicating that the experience of AVGs could help us to generate a supramodal alerting effect across visual and auditory modalities.


Sign in / Sign up

Export Citation Format

Share Document