Abstract

AbstractThe user’s strategy and their approach to decisionmaking are two important concerns when designing user-centric software. While decision-making and strategy are key factors in a wide range of business systems from stock market trading to medical diagnosis, in this paper we focus on the role these factors play in a serious computer game. Players may adopt individual strategies when playing a computer game. Furthermore, different approaches to playing the game may impact on the effectiveness of the core mechanics designed into the game play. In this paper we investigate player strategy in relation to two serious games designed for studying the ‘hot hand’. The ‘hot hand’ is an interesting psychological phenomenon originally studied in sports such as basketball. The study of ‘hot hand’ promises to shed further light on cognitive decision-making tasks applicable to domains beyond sport. The ‘hot hand’ suggests that players sometimes display above average performance, get on a hot streak, or develop ‘hot hands’. Although this is a widely held belief, analysis of data in a number of sports has produced mixed findings. While this lack of evidence may indicate belief in the hot hand is a cognitive fallacy, alternate views have suggested that the player’s strategy, confidence, and risk-taking may account for the difficulty of measuring the hot hand. Unfortunately, it is difficult to objectively measure and quantify the amount of risk taking in a sporting contest. Therefore to investigate this phenomenon more closely we developed novel, tailor-made computer games that allow rigorous empirical study of ‘hot hands’. The design of such games has some specific design requirements. The gameplay needs to allow players to perform a sequence of repeated challenges, where they either fail or succeed with about equal likelihood. Importantly the design also needs to allow players to choose a strategy entailing more or less risk in response to their current performance. In this paper we compare two hot hand game designs by collecting empirical data that captures player performance in terms of success and level of difficulty (as gauged by response time). We then use a variety of analytical and visualization techniques to study player strategies in these games. This allows us to detect a key design flaw the first game and validate the design of the second game for use in further studies of the hot hand phenomenon.

Highlights

  • D ECISION-MAKING, risk-taking and strategy are important dimensions to many key business tasks, including trading shares, buying and selling real estate, project management and medical diagnosis

  • We developed and tested two games that allow assessing both performance and shot-difficulty in a hot hand challenge

  • We expect it to become a useful tool in the systematic exploration of the hot hand phenomenon

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Summary

INTRODUCTION

D ECISION-MAKING, risk-taking and strategy are important dimensions to many key business tasks, including trading shares, buying and selling real estate, project management and medical diagnosis. Computer games often require players to exert significant perceptual and cognitive effort to be successful. To be useful in such a study these games need to meet particular design criteria in terms of player performance. In interface terms this performance is related to the efficiency and effectiveness of the user. As in typical usability studies we gathered empirical data under experimental conditions to test that our games meet our design criteria. After following a similar empirical testing procedure the second game was found to meet our hot-hand requirements. We discuss the hot-hand phenomenon and the particular design requirements for a game that allows the study of the hot hand. In the final section of the paper we compare and contrast the results from the two game designs and discuss directions for future work

Hot Hand
The Aliens Game
Methods
Results and Discussion
The Buckets Game
Findings
GENERAL DISCUSSION
CONCLUSION
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