Gathering Self-Report Data in Games through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy

要旨

Self-report assessment is important for research and game development, e.g., to gather data during play. Games can use dialogues with non-player characters (NPCs) to gather self-report data; however, players might respond differently to dialogues than questionnaires. Without guidance on how in-game assessment affects player perceptions and experiences, designers and researchers are in danger of making decisions that harm data quantity and quality, and perceptions of privacy. We conducted a user study to understand self-report collection from NPC dialogues and traditional in-game overlay questionnaires. Data quality and player experience measures autonomy, curiosity, immersion, and mastery did not differ significantly, although NPC dialogues enhanced meaning. NPC dialogues supported an increase in data quantity through voluntary 5-point scales but not via open responses; however, they also increased the perceived intimacy of shared information despite comparable objective intimacy. NPC dialogues are useful to gather quantitative self-report data. They enable a meaningful play experience but could facilitate negative effects related to privacy.

著者
Julian Frommel
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Cody Phillips
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Regan L. Mandryk
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
DOI

10.1145/3411764.3445411

論文URL

https://doi.org/10.1145/3411764.3445411

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: Game Design and Player Experience

[B] Paper Room 06, 2021-05-14 01:00:00~2021-05-14 03:00:00 / [C] Paper Room 06, 2021-05-14 09:00:00~2021-05-14 11:00:00 / [A] Paper Room 06, 2021-05-13 17:00:00~2021-05-13 19:00:00
Paper Room 06
12 件の発表
2021-05-14 01:00:00
2021-05-14 03:00:00
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