Nothing Special   »   [go: up one dir, main page]

skip to main content
research-article

If at First You Don’t Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints

Published: 04 October 2023 Publication History

Abstract

Developing skill and overcoming in-game challenges is of great interest to both players and game designers. Players can improve through repetition, but sometimes practice does not lead to improvement and progress stalls. It would be useful if designers could help players make progress without compromising their long-term skill development. We carried out a study to investigate how two techniques—checkpoints and breaks—affect in-game progress and player skill. Checkpoints allow multiple attempts at a challenge without having to repeat earlier sections; this aids progress, but could potentially hinder skill development. Second, breaks in gameplay have been shown to accelerate skill development, but their effectiveness is unknown when the breaks are integrated into the game's design. Our study evaluated the effects of game-integrated breaks and checkpoints on players' in-game progress (when the techniques were present) as well as two test sessions (with all techniques removed). Our results showed that both checkpoints and breaks aid progress (combining both had the largest effect) and that neither technique reduced performance in the transfer task, suggesting that skill development was not hindered. Our work provides evidence that checkpoints and breaks are valuable techniques that can assist both player progress and skill.

References

[1]
Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies, 135 (2020), 3, 102370. https://doi.org/10.1016/j.ijhcs.2019.102370
[2]
Phillip L Ackerman, Ruth Kanfer, Stacey W Shapiro, Sunni Newton, and Margaret E Beier. 2010. Cognitive Fatigue During Testing: An Examination of Trait, Time-on-Task, and Strategy Influences. Human Performance, 23, 5 (2010), 10, 381–402. https://doi.org/10.1080/08959285.2010.517720
[3]
John R. Anderson. 1982. Acquisition of cognitive skill. Psychological Review, 89, 4 (1982), 369–406. https://doi.org/10.1037/0033-295x.89.4.369
[4]
Batman: Arkham Wiki. 2021. Game over scenes. https://batmanarkham.fandom.com/wiki/Game_over_scenes
[5]
Aaron S. Benjamin and Jonathan Tullis. 2010. What makes distributed practice effective? Cognitive Psychology, 61, 3 (2010), nov, 228–247. https://doi.org/10.1016/j.cogpsych.2010.05.004
[6]
Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology, 3, 2 (2006), jan, 77–101. https://doi.org/10.1191/1478088706qp063oa
[7]
Nicholas J. Cepeda, Harold Pashler, Edward Vul, John T. Wixted, and Doug Rohrer. 2006. Distributed practice in verbal recall tasks: A review and quantitative synthesis. Psychological Bulletin, 132, 3 (2006), 354–380. https://doi.org/10.1037/0033-2909.132.3.354
[8]
Gifford K. Cheung, Thomas Zimmermann, and Nachiappan Nagappan. 2014. The first hour experience. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play. ACM. https://doi.org/10.1145/2658537.2658540
[9]
S E Criscimagna-Hemminger and R Shadmehr. 2008. Consolidation Patterns of Human Motor Memory. Journal of Neuroscience, 28, 39 (2008), 9, 9610–9618. https://doi.org/10.1523/jneurosci.3071-08.2008
[10]
Marjorie Ann M. Cuerdo, Anika Mahajan, and Edward F. Melcer. 2021. Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics. In 2021 IEEE Conference on Games (CoG). IEEE. https://doi.org/10.1109/cog52621.2021.9618894
[11]
D Derryberry and M Reed. 2002. Anxiety Related Attentional Biases and Their Regulation by Attentional Control. Journal of Abnormal Psychology, 111, 2 (2002), 225–236. https://doi.org/10.1037//0021-843X.111.2.225
[12]
John J. Donovan and David J. Radosevich. 1999. A meta-analytic review of the distribution of practice effect: Now you see it, now you don’t. Journal of Applied Psychology, 84, 5 (1999), 795–805. isbn:0021-9010 issn:0021-9010 https://doi.org/10.1037/0021-9010.84.5.795 arxiv:00028282.
[13]
DoubleDutch Games. 2016. SpeedRunners. Game [PC].
[14]
Franz Faul, Edgar Erdfelder, Axel Buchner, and Albert-Georg Lang. 2009. Statistical power analyses using G*Power 3.1: Tests for correlation and regression analyses. Behavior Research Methods, 41, 4 (2009), nov, 1149–1160. https://doi.org/10.3758/brm.41.4.1149
[15]
A. Field. 2018. Discovering Statistics Using IBM SPSS Statistics. SAGE Publications. isbn:9781526419521 lccn:2017954636 https://books.google.ca/books?id=0QTyswEACAAJ
[16]
Fabio E. Fontana, Ovande Furtado, Oldemar Mazzardo, and Jere D. Gallagher. 2009. Whole and Part Practice: A Meta-Analysis. Perceptual and Motor Skills, 109, 2 (2009), oct, 517–530. https://doi.org/10.2466/pms.109.2.517-530
[17]
John R. Frederiksen and Barbara Y. White. 1989. An approach to training based upon principled task decomposition. Acta Psychologica, 71, 1-3 (1989), 89–146. isbn:0001-6918 issn:00016918 https://doi.org/10.1016/0001-6918(89)90006-1
[18]
James Paul Gee. 2005. Learning by Design: Good Video Games as Learning Machines. E-Learning, 2, 1 (2005), 5–16. isbn:0820497037 issn:1741-8887 https://doi.org/10.2304/elea.2005.2.1.5
[19]
Giant Bomb. 2019. Checkpoints (Concept). https://www.giantbomb.com/checkpoints/3015-292/ Accessed February 5, 2021.
[20]
Diane L. Gill and Thomas E. Deeter. 1988. Development of the sport orientation questionnaire. Research Quarterly for Exercise and Sport, 59, 3 (1988), 191–202. isbn:0270-1367 issn:21683824 https://doi.org/10.1080/02701367.1988.10605504
[21]
Daniel Gopher, Maya Weil, and Daniel Siegel. 1989. Practice under changing priorities: An approach to the training of complex skills. Acta Psychologica, 71, 1 (1989), 147–177. issn:0001-6918 https://doi.org/10.1016/0001-6918(89)90007-3
[22]
Douglas L Hintzman. 1974. Theoretical Implications of the Spacing Effect. Lawrence Erlbaum Associates, 77–99.
[23]
Ioanna Iacovides, Anna L. Cox, Ara Avakian, and Thomas Knoll. 2014. Player Strategies: Achieving Breakthroughs and Progressing in Single-Player and Cooperative Games. Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play - CHI PLAY ’14, 131–140. isbn:9781450330145 https://doi.org/10.1145/2658537.2658697
[24]
Colby Johanson. 2020. colbyj/bride-of-frankensystem 1.1. https://doi.org/10.5281/zenodo.3738761
[25]
Colby Johanson, Carl Gutwin, Jason T. Bowey, and Regan L. Mandryk. 2019. Press Pause when you Play. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM. https://doi.org/10.1145/3311350.3347195
[26]
Jesper Juul. 2009. Fear of failing? the many meanings of difficulty in video games. The video game theory reader, 2, 237-252 (2009).
[27]
Jesper Juul. 2013. The art of failure: An essay on the pain of playing video games. Mit Press.
[28]
Raph Koster. 2013. Theory of fun for game design. O’Reilly Media, Inc.
[29]
Ben Kuchera. 2014. The passion of the checkpoint: Why gaming’s most frustrating failure is so hard to fix. Polygon, https://www.polygon.com/2014/2/25/5422328/the-passion-of-the-checkpoint-why-gamings-most-frustrating-failure-is
[30]
Timothy D. Lee and Elizabeth D. Genovese. 1988. Distribution of Practice in Motor Skill Acquisition: Learning and Performance Effects Reconsidered. Research Quarterly for Exercise and Sport, 59, 4 (1988), dec, 277–287. https://doi.org/10.1080/02701367.1988.10609373
[31]
R.A. Magill. 2007. Motor Learning and Control: Concepts and Applications. McGraw-Hill. isbn:9780071106979 lccn:2006048123 https://books.google.ca/books?id=rCPdAAAACAAJ
[32]
Spero A Metalis. 1985. Effects of massed versus distributed practice on acquisition of video game skill. Perceptual and Motor Skills. Vol 61(2), 457–458. issn:0031-5125 https://doi.org/10.2466/pms.1985.61.2.457
[33]
Everett Mettler, Christine M. Massey, and Philip J. Kellman. 2016. A comparison of adaptive and fixed schedules of practice. Journal of Experimental Psychology: General, 145, 7 (2016), jul, 897–917. https://doi.org/10.1037/xge0000170
[34]
James C. Naylor and George E. Briggs. 1963. Effects of task complexity and task organization on the relative efficiency of part and whole training methods. Journal of Experimental Psychology, 65, 3 (1963), 217–224. https://doi.org/10.1037/h0041060
[35]
Allen Newell and Paul S Rosenbloom. 1981. Mechanisms of skill acquisition and the law of practice. Cognitive skills and their Acquisition, 6 (1981), 1–55. isbn:0898590930 issn:0262680718
[36]
Nintendo. 2021. Wii - Health and Safety Precautions. Nintendo, https://www.nintendo.com/consumer/systems/wii/en_na/health_safety.jsp
[37]
Nintendo EAD. 1990. Super Mario World. Game [SNES].
[38]
Brandon Piller, Colby Johanson, Cody Phillips, Carl Gutwin, and Regan L. Mandryk. 2020. Is a Change as Good as a Rest? Comparing Break Types for Spaced Practice in a Platformer Game. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM. https://doi.org/10.1145/3410404.3414225
[39]
Barbara J. Pollock and Timothy D. Lee. 1992. Effects of the Model’s Skill Level on Observational Motor Learning. Research Quarterly for Exercise and Sport, 63, 1 (1992), 25–29. https://doi.org/10.1080/02701367.1992.10607553 1574658.
[40]
Andrew K Przybylski, C Scott Rigby, and Richard M Ryan. 2010. A motivational model of video game engagement. Review of General Psychology, 14, 2 (2010), 154–166. issn:1939-1552 https://doi.org/10.1037/a0019440
[41]
Mary A. Pyc and Katherine A. Rawson. 2009. Testing the retrieval effort hypothesis: Does greater difficulty correctly recalling information lead to higher levels of memory? Journal of Memory and Language, 60, 4 (2009), may, 437–447. https://doi.org/10.1016/j.jml.2009.01.004
[42]
Falko Rheinberg, Regina Vollmeyer, and Bruce D Burns. 2001. QCM: A questionnaire to assess current motivation in learning situations. Diagnostica, 47, 2 (2001), 57–66.
[43]
Scott Rogers. 2014. Level Up! The guide to great video game design. John Wiley & Sons.
[44]
Kelly Braun David C Rubin. 1998. The Spacing Effect Depends on an Encoding Deficit, Retrieval, and Time in Working Memory: Evidence. Memory, 6, 1 (1998), 1, 37–66. https://doi.org/10.1080/741941599
[45]
Richard M. Ryan, C. Scott Rigby, and Andrew Przybylski. 2006. The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 4 (2006), 347–363. isbn:0146-7239 issn:01467239 https://doi.org/10.1007/s11031-006-9051-8
[46]
Richard A. Schmidt. 1975. A schema theory of discrete motor skill learning. Psychological Review, 82, 4 (1975), jul, 225–260. https://doi.org/10.1037/h0076770
[47]
Richard A. Schmidt, Timothy D. Lee, C.J. Winstein, G. Wulf, and H.N. Zelaznik. 2018. Motor Control and Learning, 6E. Langara College. isbn:9781492560340
[48]
Charles H. Shea and Robert M. Kohl. 1990. Specificity and Variability of Practice. Research Quarterly for Exercise and Sport, 61, 2 (1990), jun, 169–177. https://doi.org/10.1080/02701367.1990.10608671
[49]
Wayne L Shebilske, Barry P Goettl, Kip Corrington, and Eric Anthony Day. 1999. Interlesson spacing and task-related processing during complex skill acquisition. 413–437 pages. isbn:1939-2192(Electronic),1076-898X(Print) https://doi.org/10.1037/1076-898X.5.4.413
[50]
Nicholas C. Soderstrom and Robert A. Bjork. 2015. Learning Versus Performance. Perspectives on Psychological Science, 10, 2 (2015), 176–199. isbn:9780262090339 issn:1745-6916 https://doi.org/10.1177/1745691615569000
[51]
Tom Stafford, Sam Delvin, Rafet Sifa, and Anders Drachen. 2017. Exploration and Skill Acquisition in a Major Online Game. In Proceedings of the 39th Annual Meeting of the Cognitive Science Society. isbn:0000000277693
[52]
Tom Stafford and Erwin Haasnoot. 2016. Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game. Topics in Cognitive Science, 9, 2 (2016), nov, 485–496. https://doi.org/10.1111/tops.12232
[53]
Team Meat. 2010. Super Meat Boy. Game [PC].
[54]
Caitlin Tenison and John R. Anderson. 2017. The impact of practice frequency on learning and retention. In Proceedings of the 39th Annual Meeting of the Cognitive Science Society. 1175–1180.
[55]
The Jamovi project. 2022. jamovi (Version 3.2) [Computer Software]. Retrieved from https://www.jamovi.org.
[56]
L Thomsen, F Petersen, A Drachen, and P Babaei. 2016. Identifying Onboarding Heuristics for Free-to- Play Mobile Games : A Mixed Methods Approach Identifying Onboarding Heuristics for Free-to-Play. 1–8.
[57]
P D Tomporowski. 2003. The Psychology of Skill: A Life-span Approach. Praeger Publishers. isbn:9780275975937
[58]
Thomas C. Toppino and Emilie Gerbier. 2014. About Practice. In Psychology of Learning and Motivation. Elsevier, 113–189. https://doi.org/10.1016/b978-0-12-800090-8.00004-4
[59]
TV Tropes. 2021. Auto-Save - TV Tropes. https://tvtropes.org/pmwiki/pmwiki.php/Main/Autosave
[60]
u/Cosmic Colin. 2014. r/truegaming - Is using save states really cheating? reddit, https://www.reddit.com/r/truegaming/comments/24miq7/is_using_save_states_really_cheating/
[61]
u/imaunitard. 2012. r/gaming - Why not take a break? reddit, https://www.reddit.com/r/gaming/comments/x6exy/why_not_take_a_break/
[62]
u/Kizuxtheo. 2018. r/Megaman - Thoughts on save states? reddit, https://www.reddit.com/r/Megaman/comments/7ij4so/thoughts_on_save_states/
[63]
F Martijn Verhoeven and Karl M Newell. 2018. Unifying practice schedules in the timescales of motor learning and performance. Human Movement Science, 59 (2018), 153–169. issn:0167-9457 https://doi.org/10.1016/j.humov.2018.04.004
[64]
Regina Vollmeyer and Falko Rheinberg. 2006. Motivational effects on self-regulated learning with different tasks. Educational Psychology Review, 18, 3 (2006), 239–253. isbn:1040726X issn:1040726X https://doi.org/10.1007/s10648-006-9017-0
[65]
L.S. Vygotsky. 1978. Interaction between learning and development. 79–91 pages. isbn:9780674576292 issn:00063495 https://doi.org/10.1016/S0006-3495(96)79572-3
[66]
Waluigilicious. 2016. Save states on old games. Let’s end this argument for good. NeoGAF, https://www.neogaf.com/threads/save-states-on-old-games-lets-end-this-argument-for-good.1209168/
[67]
Brian M. Winn. 2009. The Design, Play, and Experience Framework. In Handbook of Research on Effective Electronic Gaming in Education. IGI Global, 1010–1024. https://doi.org/10.4018/9781599048086.ch058
[68]
Gabriele Wulf and Charles H. Shea. 2002. Principles derived from the study of simple skills do not generalize to complex skill learning. Psychonomic Bulletin & Review, 9, 2 (2002), jun, 185–211. https://doi.org/10.3758/bf03196276

Cited By

View all
  • (2024)Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super HexagonProceedings of the ACM on Human-Computer Interaction10.1145/36770778:CHI PLAY(1-31)Online publication date: 15-Oct-2024
  • (2024)Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsProceedings of the ACM on Human-Computer Interaction10.1145/36770668:CHI PLAY(1-27)Online publication date: 15-Oct-2024

Index Terms

  1. If at First You Don’t Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image Proceedings of the ACM on Human-Computer Interaction
    Proceedings of the ACM on Human-Computer Interaction  Volume 7, Issue CHI PLAY
    November 2023
    1360 pages
    EISSN:2573-0142
    DOI:10.1145/3554313
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 October 2023
    Published in PACMHCI Volume 7, Issue CHI PLAY

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. checkpoints
    2. practice
    3. skill development
    4. spaced practice
    5. video games

    Qualifiers

    • Research-article

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)145
    • Downloads (Last 6 weeks)8
    Reflects downloads up to 12 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super HexagonProceedings of the ACM on Human-Computer Interaction10.1145/36770778:CHI PLAY(1-31)Online publication date: 15-Oct-2024
    • (2024)Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsProceedings of the ACM on Human-Computer Interaction10.1145/36770668:CHI PLAY(1-27)Online publication date: 15-Oct-2024

    View Options

    Get Access

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media