Submitted:
30 September 2024
Posted:
01 October 2024
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Abstract
Keywords:
1. Introduction
- RQ 1:
-
Can players have a positive gaming experience when a DDA mechanism is implemented through game volume?In this paper, we use questions taken from the Game User Experience Satisfaction Scale (GUESS) questionnaire [14] to investigate in detail whether players will have a more positive gaming experience with the DDA mechanism proposed in our previous study.
- RQ 2:
-
How does the game volume affect the player’s gaming experience?To better understand and analyze the player experience, we ask players to share with us their feelings and opinions in writing, using their native languages. We anticipate that these kinds of open-ended responses may consist of multiple languages, which means it may be difficult to find qualified human evaluators. Therefore, we use a state-of-the-art large language model (LLM) to help us on the language analysis task. Although LLMs have proven powerful in analyzing natural languages [15], they sometimes hallucinate [16]. We alleviate this issue by designing a procedure that enables an LLM to reliably help few human evaluators classify player responses.
2. Related Work
2.1. Audio Cues
2.2. FPS Game
2.3. DDA
2.4. LLMs
3. Preliminary Study
4. Methodology
- First, we want to prevent players from having psychological expectations before the game. Players with experience in the first phase may correctly guess the objective of our experiment. They could adopt a learned playing strategy if asked to participate in the second phase.
- In addition, we need a set of prior data to compute the initial recommended level in the second phase. For this purpose, we use the players’ performance from the first phase as our prior data. As stated in the first reason, it would be inappropriate for our experiment to have the same players participate in both phases.
4.1. Procedure
4.1.1. Phase One
- Firstly, due to our restriction on players participating in only five rounds of gameplay, it is deemed impractical to have a linear progression from 0% to 100% across five levels with a uniform increment. Such a dramatic variation in enemy volume between two consecutive levels would likely hinder the understanding of our collected data.
- Secondly, dividing into two groups allows us to examine player experiences when encountering scenarios where the enemy volume increases from low to high and the opposite. Although this is not the primary focus of our experiment, it has the potential to uncover discrepancy in player experiences under different volume trends. Therefore, this may yield additional insights, enhancing the reliability of the audio cue volume design.
4.1.2. Phase Two
4.2. FPS Games
4.3. Participant Recruitment
4.4. Questionnaire
- The first question in the fraudulent respondent detection category in Table 1 uses a consistency check. This means that each participant must consistently answer this question in all five rounds of the game. Inconsistent responses to this question in the five questionnaires make all the responses provided by the participant unreliable, and their data will be discarded.
- The second and third questions in the fraudulent respondent detection category in Table 1 use a logical inconsistency check. We obtain these two questions by negating two selected questions from the eight game experience questions. For each pair of original and negated questions, we consider their responses reliable when their sum ranges between six and ten and those with a sum value outside of this range unreliable. If a participant gives unreliable responses for at least one such pair in a given round, the participant’s response data for that round will be discarded.
5. Experiment
5.1. Participants and Their Responses
5.2. Metrics for Questionnaire Data
5.3. Metrics for Open-Ended Player Responses
- For ChatGPT, we use it with an originally crafted prompt for classification, running it three times for each classification instance. We consider a result of interest reliable if and only if it is consistent across all the three runs; otherwise, it is deemed unreliable and labeled as 0.
- For our human evaluators, we compare their responses. For each classification instance, if they all give the same answer, we consider the answer reliable; otherwise, it is deemed unreliable and labeled as 0.
- If the result from the human evaluators is labeled as 0 but that from ChatGPT is not, we select ChatGPT’s result.
- If both results from ChatGPT and the human evaluators are labeled as 0, the result is categorized as 0.
- Otherwise, we select the result from the human evaluators. In this case where both results from ChatGPT and the human evaluators are not labeled as 0, we prioritise the response of the human evaluators because we consider them to be more reliable than LLMs.
- Not mentioned
- The paragraph directly mentions audio cues in the game and complains about it
- The paragraph directly mentions audio cues in the game and praises it
| Prompt 1: Prompt for analyzing open-ended responses from the participants |
| Please classify the following @paragraphs into three categories based on their content related to audio cues in the game. If the paragraph doesn’t clearly and directly express a positive or negative sentiment towards the game’s audio cues, please choose A. |
| If the paragraph clearly and directly expresses a negative sentiment towards the game’s audio cues, please choose B. |
| If the paragraph clearly and directly expresses a positive sentiment towards the game’s audio cues, please choose C. |
| If the text doesn’t mention audio cues, it means there are no complaints or compliments about audio cues. Please avoid overinterpreting. |
| A: Not mentioned |
| B: The paragraph directly mentions audio cues in the game and complains about it |
| C: The paragraph directly mentions audio cues in the game and praises it |
| Please directly tell me the classification; there is no need to explain the reasons within. |
| @paragraphs |
| It was fun at first. However, FPS games sometimes make me sick. So it’s no longer comfortable to play. |
6. Results and Discussions
6.1. Results and Discussions of Questionnaires Data
6.2. Results and Discussions of Open-Ended Player Responses
7. Conclusion
8. Limitation and Future Work
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| FPS | First-Person Shooter |
| GPR | Gaussian Process Regression |
| DDA | Dynamic Difficulty Adjustment |
| GUESS | Game User Experience Satisfaction Scale |
| LLM | Large Language Model |
| VR | Virtual Reality |
| RQ | Research Question |
Appendix A. Opponent AI Design
- They rely on their line of sight to detect the player’s presence.
- The player’s audio cue does not trigger their detection of the player, making the game more user-friendly for less experienced players.
- They exhibit roaming behavior within the game arena, ensuring a unique experience for each playthrough.
- When they spot the player or sustain damage from the player, they immediately initiate attacks.
- After engaging in combat, if the player moves out of their line of sight, they stop shooting and adopt a slower pace to covertly track the player, hiding their audio cues. This design element adds an intriguing dynamic to the game.
- If the player reenters their line of sight during the tracking phase, they launch an instant attack.
- If they fail to locate the player within 60 seconds, they will return to their roaming behavior.
- The volume of audio cues emitted by them follows the method described in this paper.
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| 1 | Tom Clancy’s Rainbow Six Siege, Ubisoft, 2015 |
| 2 |



| Factor | Item |
|---|---|
| Usability / Playability (Cronbach’s ) | I think it is easy to learn how to play the game. |
| I find the controls of the game to be straightforward. | |
| Enjoyment (Cronbach’s ) | I think the game is fun. |
| I enjoy playing the game. | |
| Play Engrossment (Cronbach’s ) | I feel detached from the outside world while playing the game. |
| I do not pay attention to events happening in the real world during the game. | |
| Audio Aesthetics (Cronbach’s ) | I enjoy the sound effects in the game. |
| I feel the game’s audio (e.g., sound effects, music) enhances my gaming experience. | |
| Fraudulent respondent detection mechanisms | If you are female, please click button 2; if you are male, please click button 3; |
| if you do not fall into either of the above categories, please click button 4. | |
| I pay attention to events happening in the real world during the game. | |
| I do not think the game is fun. |
| FPS ability | ||
|---|---|---|
| Phase one | Phase two | |
| Mean value | 1.18 | 1.24 |
| Standard deviation | 0.68 | 0.73 |
| Shapiro-Wilk Test (p-value)1 | 5.2e-6 | 8.7e-6 |
| Statistical significance test of FPS ability | ||
| Phase one | Phase two | |
| Mann-Whitney U test (p-value)1 | 0.67 | |
| GUESS | ||||
|---|---|---|---|---|
| Phase one | Phase two | |||
| Mean value | 32.85 | 38.58 | ||
| Standard deviation | 6.84 | 6.59 | ||
| Shapiro-Wilk test p-value1 | 3.49e-3 | 0.69 | ||
| Statistical significance test | ||||
| Phase one vs Phase two | Phase one vs Midpoint | Phase two vs Midpoint | ||
| Mann-Whitney U test p-value1 | 1.24e-3 | - - | - - | |
| Wilcoxon signed-rank test p-value1 | - - | 0.9 | - - | |
| One sample t-test p-value1 | - - | - - | 1.3e-5 | |
| Complaint | Praise | Not Mentioned | Label 0 | |||||
|---|---|---|---|---|---|---|---|---|
| Phase One | Phase Two | Phase One Phase Two | Phase One | Phase Two | Phase One | Phase Two | ||
| Number of players | 9 | 7 | 0 1 | 25 | 29 | 3 | 2 | |
| Reasons for complaints on audio | ||||||||
| Volume too high | Volume too low | Not realistic & Need improvement | ||||||
| Number of players in phase one | 4 | 2 | 3 | |||||
| Number of players in phase two | 2 | - - | 5 | |||||
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