TY - JOUR
T1 - Personalities, sequences of strategies and actions, and game attacks
T2 - A statistical discourse analysis of strategic board game play
AU - Shih, Ju Ling
AU - Chiu, Ming Ming
AU - Lin, Chang Hsin
N1 - Publisher Copyright:
© 2022 Elsevier Ltd
PY - 2022/8
Y1 - 2022/8
N2 - During a game, personalities and recent interaction sequences of strategies or actions can affect the likelihood of a specific game action (e.g., attack). Seventeen players played eight face-to-face, educational games (four players per game) and spoke for 8432 turns, all video recorded. A mobile game system collected their game actions. Statistical discourse analysis showed that compared to other variables, the following were less likely to yield an attack: extrovert player, exactly one extrovert in a game, lie, neutral talk, plan, threaten, criticize, pity, altruistic actions, deceive, or move. By contrast, the following were more likely to yield an attack: exactly two extrovert players, one pace/patient player, an attack in the previous turn, or an attack or criticism two turns ago. Also, consecutive attacks sharply raised the likelihood of an immediate attack. Mediation tests showed that an extrovert was more likely to plan or criticize, resulting in fewer attacks. Close examination of the transcripts showed that two extroverts will goad others to attack, and that different gaming goals (e.g., complete task, weaken opponent, revenge) motivated attacks. Together, these results show why and how players attack by identifying factors that affect the likelihood of an attack: a player's personality, personalities within a game, game actions, and group dynamics. These results inform our understanding of aggression within a framework of complex, dynamic gaming strategies and behaviors during interactive games for educational purposes.
AB - During a game, personalities and recent interaction sequences of strategies or actions can affect the likelihood of a specific game action (e.g., attack). Seventeen players played eight face-to-face, educational games (four players per game) and spoke for 8432 turns, all video recorded. A mobile game system collected their game actions. Statistical discourse analysis showed that compared to other variables, the following were less likely to yield an attack: extrovert player, exactly one extrovert in a game, lie, neutral talk, plan, threaten, criticize, pity, altruistic actions, deceive, or move. By contrast, the following were more likely to yield an attack: exactly two extrovert players, one pace/patient player, an attack in the previous turn, or an attack or criticism two turns ago. Also, consecutive attacks sharply raised the likelihood of an immediate attack. Mediation tests showed that an extrovert was more likely to plan or criticize, resulting in fewer attacks. Close examination of the transcripts showed that two extroverts will goad others to attack, and that different gaming goals (e.g., complete task, weaken opponent, revenge) motivated attacks. Together, these results show why and how players attack by identifying factors that affect the likelihood of an attack: a player's personality, personalities within a game, game actions, and group dynamics. These results inform our understanding of aggression within a framework of complex, dynamic gaming strategies and behaviors during interactive games for educational purposes.
KW - Game behaviors
KW - Group dynamics
KW - Personality traits
KW - Statistical discourse analysis
KW - Strategic board game
UR - http://www.scopus.com/inward/record.url?scp=85126682867&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2022.107271
DO - 10.1016/j.chb.2022.107271
M3 - 期刊論文
AN - SCOPUS:85126682867
SN - 0747-5632
VL - 133
JO - Computers in Human Behavior
JF - Computers in Human Behavior
M1 - 107271
ER -