Measuring Navigation Performance in Serious Games

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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 languageEnglish
Title of host publicationProceedings of Measuring Behavior 2018
Subtitle of host publication11th International Conference on Methods and Techniques in Behavioral Research
EditorsR.A. Grant, T. Allen, A. Spink, M. Sullivan
Place of PublicationManchester, UK
PublisherManchester Metropolitan University
Pages274–277
Number of pages4
ISBN (Electronic)978-1-910029-39-8
Publication statusPublished - 5 Jun 2018

Keywords

  • games
  • navigation
  • lostness
  • Virtual Reality (VR)

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