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arXiv 2006.03519cs.HC
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探索游戏制作软件中的帮助功能

Exploring Help Facilities in Game-Making Software

Dominic Kao

摘要:

几十年来,帮助工具在帮助用户学习软件方面一直至关重要。但是,尽管当今许多最受欢迎的游戏都附带了游戏引擎和游戏编辑器,但缺乏关于帮助设施如何影响游戏制作的经验证据。例如,某些类型的帮助工具可能比其他工具更能帮助用户。为了更好地理解帮助工具,我们创建了游戏制作软件,使我们能够系统地改变可用的帮助类型。然后,我们对1646名参与者进行了一项研究,比较了六种帮助设施条件:1)文本帮助,2)交互式帮助,3)智能代理帮助,4)视频帮助,5)所有帮助和6)没有帮助。每个参与者使用我们的游戏制作软件创建自己的第一人称射击游戏关卡,并随机分配帮助设施条件。结果表明,交互式帮助有更大的积极影响所花费的时间,控制易学性,学习动机,总编辑活动,和游戏水平的质量。视频帮助在这些相同的措施中紧随其后。

英文摘要:

Help facilities have been crucial in helping users learn about software for decades. But despite widespread prevalence of game engines and game editors that ship with many of today's most popular games, there is a lack of empirical evidence on how help facilities impact game-making. For instance, certain types of help facilities may help users more than others. To better understand help facilities, we created game-making software that allowed us to systematically vary the type of help available. We then ran a study of 1646 participants that compared six help facility conditions: 1) Text Help, 2) Interactive Help, 3) Intelligent Agent Help, 4) Video Help, 5) All Help, and 6) No Help. Each participant created their own first-person shooter game level using our game-making software with a randomly assigned help facility condition. Results indicate that Interactive Help has a greater positive impact on time spent, controls learnability, learning motivation, total editor activity, and game level quality. Video Help is a close second across these same measures.

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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