Abstract
The attraction of games comes from the player being able to have fun in games. Gambling games that are based on the Variable-Ratio schedule in Skinner’s experiment are the most typical addictive games. It is necessary to clarify the reason why typical gambling games are simple but addictive. Also, the Multiarmed Bandit game is a typical test for Skinner Box design and is most popular in the gambling house, which is a good example to analyze. This article mainly focuses on expanding on the idea of the motion in mind model in the scene of Multiarmed Bandit games, quantifying the player’s psychological inclination by simulation experimental data. By relating with the quantification of player satisfaction and play comfort, the expectation’s feeling is discussed from the energy perspective. Two different energies are proposed: player-side (Er) and game-side energy (Ei). This provides the difference of player-side (Er) and game-side energy (Ei), denoted as Ed to show the player’s psychological gap. Ten settings of mass bandit were simulated. It was found that the setting of the best player confidence (Er) and entry difficulty (Ei) can balance player expectation. The simulation results show that when m=0.3,0.7, the player has the biggest psychological gap, which expresses that player will be motivated by not being reconciled. Moreover, addiction is likely to occur when m∈[0.5,0.7]. Such an approach can also help the developers and educators increase edutainment games’ efficiency and make the game more attractive.
Highlights
In the development of games, player motivation is always the goal object for game designers
In previous clinical studies conducted on the animal, the dopamine system in the brain is associated with Beta signal, which is related to the activation of the orbitofrontal cortex when confronted with rewarding activities such as getting food [2]
This study identified the reward mechanism on Multiarmed Bandit games using the analogy of energy difference in games
Summary
In the development of games, player motivation is always the goal object for game designers. Reward motivation can stimulate the pursuit to achieve the goals that are often used for behavior guidance in many areas such as business, education, human resource management, to name a few. The rules, conditions, and intensity of reward will affect the incentive mechanism’s effectiveness and the driving force of behavior. In previous clinical studies conducted on the animal, the dopamine system in the brain is associated with Beta signal, which is related to the activation of the orbitofrontal cortex when confronted with rewarding activities such as getting food [2]. Different from animals, humans are good at learning how to predict the recurrence of reward signals [4,5]
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