升级乐趣:学习进度,期望和成功影响了视频游戏中的乐趣
Franziska Brändle1, Charley M Wu2,3,4,5, Eric Schulz6,7
1University of Oxford, Oxford, UK. franziska.braendle@psy.ox.ac.uk.
Scientific reports
|October 1, 2025
概括
当难度中等时,人们更喜欢任务,与他们的期望保持一致. 在像视频游戏这样的真实环境中取得成功和学习,会显著影响人们的乐趣和决策.
科学领域:
- 认知心理学 认知心理学
- 人与计算机的交互
- 行为经济学是一种行为经济学.
背景情况:
- 理论表明,最佳的参与和学习发生在中等难度的环境中.
- 以前的研究经常使用简化的实验范式,限制了现实世界的适用性.
- 对于人类的学习和决策理论来说,了解从本质上是愉快的任务中的乐趣至关重要.
研究的目的:
- 在现实的环境中调查影响本质上愉快任务享受的因素.
- 测试预测中等难度导致最大享受的理论.
- 为了确定超越任务难度的享受的额外预测因素.
主要方法:
- 分析大规模的真实世界视频游戏数据集 (拼图,赛车,平台游戏),包括数以百万计的玩家投票.
- 控制的实验研究,以证实从观测数据的发现.
- 根据难度级别,先前的期望和成功,检查玩家偏好.
主要成果:
- 在所有分析的视频游戏中,玩家始终更喜欢中等难度的游戏.
- 享受受到感知困难与先前预期的调整的显著影响.
- 玩家的动机与成功完成任务有积极的相关性.
结论:
- 研究结果支持并扩展了人类学习和决策在复杂,现实的环境中的理论.
- 最佳享受是中等难度,一致的期望和取得的成功的函数.
- 使用现实的,类似游戏的环境与受控实验一起,为研究人类行为提供了一个强大的方法.
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