| Literature DB >> 33841227 |
Natalia Sevcenko1,2, Manuel Ninaus3,4, Franz Wortha3,4, Korbinian Moeller3,5, Peter Gerjets3,4.
Abstract
Serious games have become an important tool to train individuals in a range of different skills. Importantly, serious games or gamified scenarios allow for simulating realistic time-critical situations to train and also assess individual performance. In this context, determining the user's cognitive load during (game-based) training seems crucial for predicting performance and potential adaptation of the training environment to improve training effectiveness. Therefore, it is important to identify in-game metrics sensitive to users' cognitive load. According to Barrouillets' time-based resource-sharing model, particularly relevant for measuring cognitive load in time-critical situations, cognitive load does not depend solely on the complexity of actions but also on temporal aspects of a given task. In this study, we applied this idea to the context of a serious game by proposing in-game metrics for workload prediction that reflect a relation between the time during which participants' attention is captured and the total time available for the task at hand. We used an emergency simulation serious game requiring management of time-critical situations. Forty-seven participants completed the emergency simulation and rated their workload using the NASA-TLX questionnaire. Results indicated that the proposed in-game metrics yielded significant associations both with subjective workload measures as well as with gaming performance. Moreover, we observed that a prediction model based solely on data from the first minutes of the gameplay predicted overall gaming performance with a classification accuracy significantly above chance level and not significantly different from a model based on subjective workload ratings. These results imply that in-game metrics may qualify for a real-time adaptation of a game-based learning environment.Entities:
Keywords: adaptivity; cognitive load; in-game metric; serious games; simulation
Year: 2021 PMID: 33841227 PMCID: PMC8024627 DOI: 10.3389/fpsyg.2021.572437
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1An example scene from scenario Fire.
Overview over the initial game parameters.
| Scenario/Game parameters | Difficulty | ||
|---|---|---|---|
| Easy | Medium | Hard | |
| Time limit (s) | 450 | 450 | 450 |
| Victims | 2 | 3 | 4 |
| Fires | 4+ | 7+ | 10+ |
| Ladder rescues | 2 | 3 | 4 |
| Doctors | 1 | 2 | 2 |
| Paramedics | 1 | 2 | 2 |
| Fire fighters | 4 | 4 | 6 |
| Fire trucks | 2 | 3 | 4 |
| Ladder trucks | 1 | 1 | 1 |
| Time limit (s) | 600 | 600 | 600 |
| Victims | 10 | 15 | 20 |
| Cars to cut | 7 | 10 | 13 |
| Fires | 3+ | 5+ | 7+ |
| Doctors | 2 | 3 | 4 |
| Paramedics | 3 | 5 | 6 |
| Fire fighters | 4 | 4 | 6 |
| Fire trucks | 1 | 2 | 2 |
The number of fires depended on players’ performance and might grow. These cases are marked by the “+” sign.
Figure 2Experimental setup.
Overview of the mixed model analyses performed.
| Outcome | Effects | |||
|---|---|---|---|---|
| Fixed | Random intercepts | |||
| NASA-TLX | Mental demand | Difficulty | Participant, scenario | <0.001 |
| Time demand | Difficulty | Participant, scenario | <0.001 | |
| Effort | Difficulty | Participant, scenario | <0.001 | |
| Performance | Failure/success | Difficulty | Participant, scenario | <0.001 |
| Normalized gaming time (NGT) | Mental demand | NGT | Participant, scenario | <0.001 |
| Time demand | NGT, scenario | Participant | <0.001 | |
| Effort | Normed GT | Participant, scenario | <0.001 | |
| Initial TADD | Mental demand | Initial TADD | Participant, scenario | <0.001 |
| Time demand | Initial TADD | Participant, scenario | <0.001 | |
| Effort | Initial TADD | Participant, scenario | <0.001 | |
| Mean TADD | Mental demand | Mean TADD | Participant, scenario | 0.001 |
| Time demand | Mean TADD | Participant, scenario | 0.003 | |
| Effort | Mean TADD | Participant, scenario | <0.001 | |
| Failure/success | Initial TADD | Participant, scenario | <0.001 | |
| Failure/success | Mean TADD, scenario | Participant | <0.001 | |
Gaming performance was represented by the binary indicator of whether the game was completed successfully, i.e., all fires extinguish and all injured persons transported to the hospital (success) or not (failure). The p-values were obtained by likelihood ratio tests of the full model with the fixed effect in question against the reduced model without the fixed effect in question.
Correlations matrix of variables considered in the present study.
| 2 | 3 | 4 | 5 | 6 | 7 | 8 | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1. Difficulty | −0.636 | 0.265 | 0.529 | 0.397 | 0.000 | 0.000 | 0.000 | 0.804 | 0.455 | 0.479 |
| 2. Gaming success | −0.322 | −0.590 | −0.465 | −0.226 | −0.147 | 0.142 | −0.807 | −0.342 | −0.439 | |
| 3. Mental demand | 0.747 | 0.900 | 0.190* | 0.122 | −0.004 | 0.343 | 0.139 | 0.185* | ||
| 4. Time demand | 0.835 | 0.128 | 0.087 | −0.026 | 0.650 | 0.254 | 0.402 | |||
| 5. Effort | 0.214* | 0.147 | −0.035 | 0.482 | 0.201* | 0.269 | ||||
| 6. Age | −0.053 | −0.233 | 0.176* | 0.210* | 0.171* | |||||
| 7. Sex | −0.182 | 0.141 | −0.055 | −0.050 | ||||||
| 8. Gaming expertize | −0.129 | −0.097 | −0.135 | |||||||
| 9. NGT | 0.460 | 0.507 | ||||||||
| 10. Mean TADD | 0.606 | |||||||||
| 11. Initial TADD | ||||||||||
Correlation is significant at the 0.05 level;
Correlation is significant at the 0.01 level.
Pearson 2-tailed correlations. The purpose of this summary is to give a first very general impression of the relations between the parameters, as presented values neither has been corrected for multiple comparisons, nor have repeated measurements been taken into account.
Figure 3Mental demand. Mean perceived mental demand for all levels of difficulty (easy, medium, hard) for each scenario (Fire, Train Crash). Error bars depict ±2 SE, which corresponds to 95% CI.
Figure 4Time demand. Mean perceived time demand for all levels of difficulty (easy, medium, hard) for each scenario (Fire, Train Crash). Error bars depict ±2 SE, which corresponds to 95% CI.
Figure 5Effort. Mean perceived effort for all levels of difficulty (easy, medium, hard) for each scenario (Fire, Train Crash). Error bars depict ±2 SE, which corresponds to 95% CI.
Figure 6Performance in relation to the level of difficulty. Stacked histogram showing the percentage of successes/failures (i.e., whether the participants were able to rescue all victims and extinguish all fires within a defined time limit) for all levels of difficulty (easy, medium, hard) over both scenarios (Fire and Train Crash).
Figure 7Performance in relation to initial TADD. Error bars depict +/- 2 SE, which corresponds to 95% CI.