背外侧前额叶皮质
电子游戏
人机交互
游戏设计
前额叶皮质
计算机科学
功能近红外光谱
认知心理学
认知
透视图(图形)
多媒体
心理学
神经科学
人工智能
作者
Yu Dong,Shurui Wang,Fanghao Song,Yan Liu,Shiyi Zhang,Yirui Wang,Xiaojiao Xie,Zihan Zhang
标识
DOI:10.1080/0144929x.2022.2043442
摘要
Difficulty balance in the game level design is particularly important for user experience (UX). This study uses cognitive control and flow theory as a starting point, and based on the functional near-infrared spectroscopy technology, this research obtained oxygenated hemoglobin concentration (ΔHbO2) signals from three brain areas in the prefrontal cortex (PFC), namely the dorsolateral prefrontal cortex (DLPFC), the ventral prefrontal cortex (VLPFC), and the frontal area (FPA). Combined with the subjective flow state scale to explore the reaction difference between the video game players (VGPs) and the non-video game players (NVGPs) during the entire period of playing video games and the moment of game difficulty changes. The results show that VGPs and NVGPs have significant differences between flow state and HbO2 signals in different brain regions of the PFC. The players' flow state is affected by the game difficulty. The HbO2 signals in the players' DLPFC and FPA have a linear dependence relation with the flow state. This research proves that VGPs and NVGPs have different UX with game difficulty changes from the cognitive perspective. The results provide a reference for the future game level design about game difficulty balance to achieve a better UX in the game.
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