Papers
Topics
Authors
Recent
Search
2000 character limit reached

Complexity of Popularity and Dynamics of Within-Game Achievements in Computer Games

Published 26 Mar 2024 in cs.HC | (2404.15295v1)

Abstract: Tasks of different nature and difficulty levels are a part of people's lives. In this context, there is a scientific interest in the relationship between the difficulty of the task and the persistence need to accomplish it. Despite the generality of this problem, some tasks can be simulated in the form of games. In this way, we employ data from a large online platform, called Steam, to analyze games and the performance of their players. More specifically, we investigated persistence in completing tasks based on the proportion of players who accomplished game achievements. Overall, we present five major findings. First, the probability distribution for the number of achievements is log-normal distribution. Second, the distribution of game players also follows a log-normal. Third, most games require neither a very high degree of persistence nor a very low one. Fourth, players also prefer games that demand a certain intermediate persistence. Fifth, the proportion of players as a function of the number of achievements declines approximately exponentially. As both the log-normal and the exponential functions are memoryless, they are mathematical forms that describe random effects arising from the nature of the system. Therefore our first two findings describe random processes of fragmenting achievements and players while the last three provide a quantitative measure of the human preference in the pursuit of challenging, achievable, and justifiable tasks.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (51)
  1. The impact of motivation and task difficulty on resource engagement: Differential influences on cardiovascular responses of young and older adults. Motivation Science, 1(1):22, 2015.
  2. Task difficulty moderates implicit fear and anger effects on effort-related cardiac response. Biological Psychology, 115:94–100, 2016.
  3. Kristen E DiCerbo. Game-based assessment of persistence. Journal of Educational Technology & Society, 17(1):17–28, 2014.
  4. When the going gets tough: Grit predicts costly perseverance. Journal of Research in Personality, 59:15–22, 2015.
  5. The power of personality: The comparative validity of personality traits, socioeconomic status, and cognitive ability for predicting important life outcomes. Perspectives on Psychological science, 2(4):313–345, 2007.
  6. Arthur E Poropat. A meta-analysis of the five-factor model of personality and academic performance. Psychological bulletin, 135(2):322, 2009.
  7. The role of task persistence in young adolescence for successful educational and occupational attainment in middle adulthood. Developmental psychology, 47(4):950, 2011.
  8. Tom Wijman. Global games market to generate $175.8 billion in 2021; despite a slight decline, the market is on track to surpass $200 billion in 2023, 2021.
  9. Essential facts about the computer and video game industry: 2015 sales, demographic and usage data. Washington, DC: Entertainment Software Association, 2015.
  10. Measuring flow in gamification: Dispositional flow scale-2. Computers in Human Behavior, 40:133–143, 2014.
  11. Game-based learning and 21st century skills: A review of recent research. Computers in human behavior, 63:50–58, 2016.
  12. The trojan player typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 49:354–361, 2015.
  13. Optimal experience in work and leisure. Journal of personality and social psychology, 56(5):815, 1989.
  14. Flow and regulatory compatibility: An experimental approach to the flow model of intrinsic motivation. Personality and social psychology bulletin, 34(2):196–209, 2008.
  15. Seung-A Annie Jin. “toward integrative models of flow”: Effects of performance, skill, challenge, playfulness, and presence on flow in video games. Journal of Broadcasting & Electronic Media, 56(2):169–186, 2012.
  16. Exploring the limits of self-reports and reasoned action: An investigation of the psychology of tax evasion behavior. Journal of personality and social psychology, 54(3):405, 1988.
  17. Social disparities in hazardous alcohol use: self-report bias may lead to incorrect estimates. The European Journal of Public Health, 26(1):129–134, 2016.
  18. The structure and dynamics of networks. Princeton university press, 2011.
  19. Multirelational organization of large-scale social networks in an online world. Proceedings of the National Academy of Sciences, 107(31):13636–13641, 2010.
  20. Epic Games. Epic games store, 2020.
  21. CD Projekt. Gog, 2020.
  22. Electronic Arts. Origin, 2020.
  23. Valve. Steam, 2020.
  24. Ching-I Teng. Strengthening loyalty of online gamers: Goal gradient perspective. International Journal of Electronic Commerce, 21(1):128–147, 2017.
  25. Ching-I Teng. Managing gamer relationships to enhance online gamer loyalty: The perspectives of social capital theory and self-perception theory. Computers in Human Behavior, 79:59–67, 2018.
  26. DK Butt and AR Wilson. A study of the radioactive decay law. Journal of Physics A: General Physics, 5(8):1248, 1972.
  27. Tests of the exponential decay law at short and long times. Physical Review Letters, 60(22):2246, 1988.
  28. The universal decay of collective memory and attention. Nature Human Behaviour, 3(1):82–91, 2019.
  29. Valve. Steam stats, 2020.
  30. AStats. Astats, 2021.
  31. Tyler Wilde. The life of a top steam achievement hunter. PC Gamer, 9, 2016.
  32. Nick Yee. Motivations for play in online games. CyberPsychology & Behavior, 9(6):772–775, 2006.
  33. Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 58(3):245–270, 2010.
  34. Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3):771–780, 2012.
  35. Why do you play world of warcraft? an in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of azeroth. Computers in Human Behavior, 29(1):103–109, 2013.
  36. Muhterem Dindar. Do people play mmorpgs for extrinsic or intrinsic rewards? Telematics and Informatics, 35(7):1877–1886, 2018.
  37. Validation of two game experience scales: the player experience of need satisfaction (pens) and game experience questionnaire (geq). International Journal of Human-Computer Studies, 118:38–46, 2018.
  38. Robert Sole. Valve will limit to a maximum of 100 achievements in games published on steam, 2018.
  39. Jeremy Miles. R-squared, adjusted r-squared. Encyclopedia of statistics in behavioral science, 2005.
  40. Anton P Barten. The coefficient of determination for regression without a constant term. In The practice of econometrics, pages 181–189. Springer, 1987.
  41. Lognormal distributions. Marcel Dekker New York, 1987.
  42. Scaling and universality in proportional elections. Physical review letters, 99(13):138701, 2007.
  43. Christian Bauckhage. Insights into internet memes. 5:42–49, 2011.
  44. Lognormal distribution in the digg online social network. The European Physical Journal B, 83(2):251–261, 2011.
  45. The index of pupillary activity: Measuring cognitive load vis-à-vis task difficulty with pupil oscillation. pages 1–13, 2018.
  46. Player involvement as a result of difficulty: An introductory study to test the suitability of the motivational intensity approach to video game research. Plos one, 18(3):e0282966, 2023.
  47. Information theory: coding theorems for discrete memoryless systems. Cambridge University Press, 2011.
  48. Daniel Schultheiss. Long-term motivations to play mmogs: A longitudinal study on motivations, experience and behavior. 2007.
  49. Situational and gender comparisons of digital game players’ preferences for game features and gratifications. 2009.
  50. Measuring and supporting learning in games: Stealth assessment, 2013.
  51. The relationship between video game use and a performance-based measure of persistence. Computers & Education, 60(1):52–58, 2013.
Citations (1)

Summary

Paper to Video (Beta)

Whiteboard

No one has generated a whiteboard explanation for this paper yet.

Open Problems

We haven't generated a list of open problems mentioned in this paper yet.

Continue Learning

We haven't generated follow-up questions for this paper yet.

Collections

Sign up for free to add this paper to one or more collections.

Tweets

Sign up for free to view the 1 tweet with 0 likes about this paper.