Posted on Nov 23, 2017 | Rating
   
  

Motivation Assessment Component

This component allows assessing the player's motivation based on in-game events.

Short non-technical description: This component includes three major motivation aspects – attention, satisfaction, and confidence. We assumed the game to be split up in closed game situations, in which the player solve given tasks.

Technical description:

This component includes three major motivation aspects – attention, satisfaction, and confidence. We assumed the game to be split up in closed game situations, in which the player solve given tasks. Within this setting, it should be possible to

  • Call for help,
  • Try to solve the task without success,
  • Try to solve the task with success,
  • Reach a new level.

In each game situation, traces are sent to the component; it calculates the following motivation quantities:

  • Number of help requests,
  • Number of attempts to solve the task without success (called error guess),
  • Reaction time (timespan between task start and first player reaction),
  • Solving time (timespan between task start and successful attempt to solve the task).

The motivation aspect satisfaction updates based on the in-game achievements, i.e. it upgrades every time the player reaches a new level. Reverse, when such an achievement is not reached in a given time period the satisfaction downgrades. The aspects attention and confidence are evaluated together. If the player answer too fast, i.e. the reaction time is shorter than the time to understand the given task, the attention downgrades. The player is most likely guessing; all other information about the motivation quantities is ignored. An appropriate reaction time leads to an evaluation adapting both motivation aspects – attention and satisfaction. First, the solving time is compared to a maximal solving time. If it is fine, the motivation aspect attention upgrades. A too long solving time leads to a higher attention value. Second, the help requests and error guesses are compared against their upper restraints. If one of them is too high, the motivation aspect confidence downgrades. If both values are fine the confidence upgrades.

Support Level: Reported bugs will be fixed.

<p class="asset-property"><span class="text-caption">Detailed description:</span> <p>This asset includes three major motivation aspects – attention, satisfaction, and confidence. We assumed the game to be split up in closed game situations, in which the player solve given tasks. Within this setting, it should be possible to </p> <ul> <li>Call for help,</li> <li>Try to solve the task without success,</li> <li>Try to solve the task with success,</li> <li>Reach a new level.</li> </ul> <p>In each game situation, traces are sent to the Asset; it calculates the following motivation quantities:</p> <ul> <li>Number of help requests,</li> <li>Number of attempts to solve the task without success (called error guess),</li> <li>Reaction time (timespan between task start and first player reaction),</li> <li>Solving time (timespan between task start and successful attempt to solve the task).</li> </ul> <p>The motivation aspect satisfaction updates based on the in-game achievements, i.e. it upgrades every time the player reaches a new level. Reverse, when such an achievement is not reached in a given time period the satisfaction downgrades. The aspects attention and confidence are evaluated together. If the player answer too fast, i.e. the reaction time is shorter than the time to understand the given task, the attention downgrades. The player is most likely guessing; all other information about the motivation quantities is ignored. An appropriate reaction time leads to an evaluation adapting both motivation aspects – attention and satisfaction. First, the solving time is compared to a maximal solving time. If it is fine, the motivation aspect attention upgrades. A too long solving time leads to a higher attention value. Second, the help requests and error guesses are compared against their upper restraints. If one of them is too high, the motivation aspect confidence downgrades. If both values are fine the confidence upgrades.</p> </p>

Language: English

Access URL: https://github.com/RAGE-TUGraz/MotivationBasedAssets

Download: Motivation-Assessment-Component.zip

Motivation Assessment Component

tug

game adaptation



Game development environment: Unity

Programming language: C#

Version: 1.0.0

Version notes: Initial version

Development status: Under Development

Commit URL: https://github.com/RAGE-TUGraz/MotivationBasedAssets

Type: Apache 2.0 (Apache License 2.0)

URL: https://opensource.org/licenses/Apache-2.0

Education Computer-assisted instruction E-learning Interactive learning environments
Component Personalisation

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