游戏人工智能不好玩?关于人类与计算机对手在享受程度上差异的范围综述与元分析
Game AI Not Fun? A Scoping Review and Meta-Analysis on the Differences in Enjoyment between Human and Computer Opponents
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中文总结 AI 辅助
该研究针对玩家与人类及计算机对手竞争时的享受程度差异展开范围综述与元分析,梳理相关研究概况并进行定量评估,发现计算机对手条件下存在心理惩罚,强调进一步研究以理解和解决此问题的必要性。
中文摘要 AI 辅助
尽管游戏角色人工智能的进步旨在提高玩家参与度,但有证据表明,将对手视为人工智能会削弱心理体验。本文对实证研究进行了范围综述和元分析,重点关注玩家在与人类对手和计算机对手竞争时的享受程度。首先进行范围综述,以梳理20项纳入研究的概况,详述其研究设计、结果测量和研究重点。其次,三级元分析综合九项研究的基线比较,定量评估享受程度的差异。结果显示出具有统计学意义的中到大型合并效应量,表明在计算机对手条件下存在心理惩罚。本文全面概述了该主题的现有知识,并强调进一步研究以充分理解和解决计算机对手情境惩罚的必要性。
英文摘要
Although advancements in game character AI aim to enhance player engagement, evidence suggests that perceiving an opponent as artificial can diminish the psychological experience. This paper presents a scoping review and meta-analysis of empirical studies focusing on player enjoyment when competing against human versus computer opponents. First, the scoping review was conducted to map the landscape of 20 included studies, detailing their study designs, outcome measures, and research foci. Second, a three-level meta-analysis synthesizing baseline comparisons from nine studies quantitatively assesses the differences in enjoyment. The results demonstrate a statistically significant, medium-to-large pooled effect size, indicating a psychological penalty in computer-opponent conditions. This paper provides a comprehensive overview of the extant knowledge on this topic, and underscores the necessity for further research in order to fully understand and resolve the penalty of the computer opponent context.
发表机构
- Sony Interactive Entertainment Inc.(索尼互动娱乐公司)
机构由 AI 辅助整理,请以论文原文为准。