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Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions.

Anne E Norris1, Harry Weger2, Cory Bullinger3

  • 1College of Nursing, University of Central Florida, 12201 Research Parkway, Orlando, FL 32826, USA.

Computers in Human Behavior
|April 22, 2014
PubMed
Summary
This summary is machine-generated.

Researchers validated a behavioral cue rating system for measuring user involvement in human-avatar interactions during a simulation game study. The system proved reliable and valid for assessing engagement in digital environments.

Keywords:
engagementhuman-avatar interactionsinvolvementsimulation

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Area of Science:

  • Psychology
  • Human-Computer Interaction
  • Educational Technology

Background:

  • Assessing user engagement in human-avatar interactions is crucial for skill-building simulations.
  • Established methods for rating involvement in face-to-face conversations may be adaptable to virtual environments.
  • The DRAMA-RAMA™ simulation game targets peer resistance skills in adolescents.

Purpose of the Study:

  • To evaluate the reliability and validity of an established behavioral cue rating system for measuring involvement in human-avatar interactions.
  • To determine if the rating system, originally for dyadic interactions, is effective for assessing engagement in a serious game context.
  • To explore the system's utility in research on skill-training interventions and game design.

Main Methods:

  • Utilized gameplay audio-video and self-report data from two studies (Feasibility Trial and Free Choice) of the DRAMA-RAMA™ simulation game.
  • Trained raters coded audio-video data using the established behavioral cue rating system.
  • Administered self-report measures of perceived realism, predictability, and flow post-gameplay.
  • Employed factor analysis to assess construct validity.

Main Results:

  • The behavioral cue rating system demonstrated high reliability, comparable to findings in human dyadic interaction research.
  • Validity was supported through factor analysis and significantly higher involvement scores in the more engaging Free Choice study.
  • Correlations between sub-scores of the involvement measure and self-report data further supported validity.
  • The system effectively measured user involvement in human-avatar interactions within the simulation game.

Conclusions:

  • The established behavioral cue rating system is a reliable and valid tool for measuring user involvement in human-avatar interactions.
  • Findings support the use of this system in research evaluating skill-training interventions delivered via simulation games.
  • The results offer valuable insights for enhancing game design to improve user engagement and learning outcomes.