ANALYSIS AND EVALUATION OF PLAYER ENGAGEMENT IN SERIOUS EDUCATION GAME USING GAME REFINEMENT THEORY CASE STUDY: ARITHMATOPIA GAME
Deep engagement when playing games has the potential to be one of the important things that determines the impact of playing games, especially in serious education games that have the specific purpose of helping players learn a certain subject. Arithmatopia is a serious education game to help ele...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/50785 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Deep engagement when playing games has the potential to be one of the important
things that determines the impact of playing games, especially in serious education
games that have the specific purpose of helping players learn a certain subject.
Arithmatopia is a serious education game to help elementary school students
improve arithmetic skills with the gamification of number bonds to 10 method
proposed by Rowland (2008) with three gameplay modes single player, competitive
multiplayer, and cooperative-competitive multiplayer. Korhonen, et al (2007)
examined that multiplayer gameplay is more interesting, fun, challenging and
interesting than single player gameplay in video games and there is no research that
examines the differences of player engagement in single player and multiplayer
gameplay modes in serious education games with these modes.
Game refinement theory is a theory introduced by Iida (2004) about the uncertainty
of game results that can be used to measure player engagement. Game refinement
theory is used to get the value of refinement to compare three gameplay modes
namely, single player, competitive multiplayer, and cooperative-competitive
multiplayer in Arithmatopia. The results show that cooperative-competitive
multiplayer mode is the mode that can create the highest player engagement in
Arithmatopia with the highest average refinement value of 0.095 ± 0.02 in 3 games,
followed by competitive multiplayer mode of 0.085 ± 0.013 in 3 games and the
lowest is the single player mode of 0.082 ± 0.004 in 3 games. The results obtained
have proved and supported quantitative statements in the results of previous
qualitative research on multiplayer gameplay which is better for creating high
player engagement compared to single player gameplay in games. |
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