Abstract
In serious games, in-game analytics is a major focus, as it is beneficial to see how a player is learning throughout the game. Different control schemes, such as ones often used in Virtual Reality (VR) games, open the door to a variety of existing analytical techniques. This article compares three measures adopted from two distinct areas to determine player’s navigation behaviour, namely: task-finding lostness, gathering lostness and sequence similarity. Results on 13 children playing a serious Virtual Reality (VR) game, show both resemblances and differences among the three measures. Moreover, each of the measures show their constraints when applied in a serious VR game context. If anything, the current article illustrates, once more, how complex the analysis of player behaviour is and the need for the absent ground truth measure.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of Measuring Behavior 2018 |
| Subtitle of host publication | 11th International Conference on Methods and Techniques in Behavioral Research |
| Editors | R.A. Grant, T. Allen, A. Spink, M. Sullivan |
| Place of Publication | Manchester, UK |
| Publisher | Manchester Metropolitan University |
| Pages | 274–277 |
| Number of pages | 4 |
| ISBN (Electronic) | 978-1-910029-39-8 |
| Publication status | Published - 5 Jun 2018 |
Keywords
- games
- navigation
- lostness
- Virtual Reality (VR)