Flow and Companions in video games
Author
Rasmussen, Kasper Vestergaard
Term
4. term
Education
Publication year
2016
Submitted on
2016-06-08
Pages
72
Abstract
Projektet undersøger, om en følgesvend med kunstig intelligens (AI) ændrer oplevelsen af et interaktivt eventyrspil, hvor spillerne skal finde en vej væk fra en ø. Flow-teori (en tilstand af fokuseret fordybelse) og GameFlow-rammen (retningslinjer for at skabe flow i spil) blev brugt som grundlag for design og udvikling af spillet. Rapporten beskriver også bygge-, design- og kodefaserne i detaljer. Spillet blev testet med 42 deltagere, som udfyldte to spørgeskemaer: et kort profil-/baggrundsskema og et flow-skema om deres spiloplevelse. Da data fra den ene gruppe var normalfordelt, mens data fra den anden ikke var, anvendtes Mann-Whitney U-testen, en ikke-parametrisk metode til at sammenligne to grupper. Analysen fandt ingen statistisk signifikante forskelle mellem versionen med en AI-følgesvend og versionen uden.
This project investigates whether adding an artificial intelligence (AI) companion changes the experience of an interactive adventure game in which players try to escape an island. Flow theory (a state of focused engagement) and the GameFlow framework (guidelines for creating flow in games) guided the game’s design and development. The report also details the building, design, and coding phases. The game was tested with 42 participants, who completed two questionnaires: a short profiling survey and a flow questionnaire about their gameplay experience. Because one group’s data was normally distributed and the other’s was not, the Mann-Whitney U test—a non-parametric method for comparing two groups—was used. The analysis found no statistically significant differences between the version with an AI companion and the version without.
[This abstract was generated with the help of AI]
Keywords
Flow ; Følgesvend ; GameFlow ; Video Spil ; Spil Design
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