We present a pilot study on the collection and synchronisation of multimodal data for player experience investigation. We collected game telemetry, self-reported surveys, biometrics, and cued-retrospective think-aloud (C-RTA) data from 19 participants playing three Atari 2600 games. The study then uses the data to investigate difficulty in PX, showcasing a protocol for future multimodal research. The dataset obtained from the experiment, which is publicly available, shows potential as a rich, transformative source that can be used to investigate dynamic difficulty adjustment algorithms, game balancing strategies or broader explorations of games user research. The study findings suggest that the experimental approach holds strong potential for generalisation in future player experience studies.
翻译:我们开展了一项关于多模式数据收集与同步的试点研究,旨在探索玩家体验评估方法。我们收集了19名参与者在游玩三款雅达利2600游戏时的游戏遥测数据、自陈式问卷、生物特征数据以及线索回忆式出声思维数据。随后,本研究利用这些数据探究玩家体验中的难度感知问题,并展示了未来多模式研究的实验范式。实验所获数据集已公开,其作为丰富且具有变革潜力的数据源,可应用于动态难度调整算法、游戏平衡策略等研究,或拓展至更广泛的游戏用户研究领域。研究结果表明,该实验方法在未来的玩家体验研究中具有显著的推广潜力。