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arXiv 1512.08321cs.HCcs.CY
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多人在线游戏中的虚拟团队设计与绩效

The Proficiency-Congruency Dilemma: Virtual Team Design and Performance in Multiplayer Online Games

Jooyeon Kim, Brian C. Keegan, Sungjoon Park, Alice Oh

摘要:

多人在线战斗竞技场游戏提供了研究团队表现的绝佳机会。在设计团队时,玩家必须在选择最符合其经验的角色和最能补充团队中现有角色的角色之间协商\textit{proficiency-congruency dilemma}。我们采用混合方法的方法来探讨用户如何协商这个困境。使用数据从\textit{League of Legends},我们定义了一个相似性空间,可操作的团队设计结构的角色熟练度,通用性和一致性。我们收集了336万用户的公开数据,以测试这些结构对团队绩效的影响。我们还与新手和精英玩家进行焦点小组讨论,以了解玩家的团队设计实践如何随专业知识而变化。我们发现,球员的熟练程度增加团队绩效比团队一致性。这些发现对球员、设计师和理论家都有一定的启示,他们可以建议如何将个人的专业知识和团队的兼容性放在首位。

英文摘要:

Multiplayer online battle arena games provide an excellent opportunity to study team performance. When designing a team, players must negotiate a \textit{proficiency-congruency dilemma} between selecting roles that best match their experience and roles that best complement the existing roles on the team. We adopt a mixed-methods approach to explore how users negotiate this dilemma. Using data from \textit{League of Legends}, we define a similarity space to operationalize team design constructs about role proficiency, generality, and congruency. We collect publicly available data from 3.36 million users to test the influence of these constructs on team performance. We also conduct focus groups with novice and elite players to understand how players' team design practices vary with expertise. We find that player proficiency increases team performance more than team congruency. These findings have implications for players, designers, and theorists about how to recommend team designs that jointly prioritize individuals' expertise and teams' compatibility.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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