Investigating the Effect of Pace Mechanic on Player Motivation And
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Investigating the Effect of Pace Mechanic on Player Motivation and Experience by Hala Anwar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Applied Science (MASc) in Management Sciences Waterloo, Ontario, Canada, 2016 © Hala Anwar 2016 AUTHOR'S DECLARATION I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. Hala Anwar ii Abstract Games have long been employed to motivate people towards positive behavioral change. Numerous studies, for example, have found people who were previously disinterested in a task can be enticed to spend hours gathering information, developing strategies, and solving complex problems through video games. While the effect of factors such as generational influence or genre appeal have previously been researched extensively in serious games, an aspect in the design of games that remains unexplored through scientific inquiry is the pace mechanic—how time passes in a game. Time could be continuous as in the real world (real-time) or it could be segmented into phases (turn- based). Pace mechanic is fiercely debated by many strategy game fans, where real-time games are widely considered to be more engaging, and the slower pace of turn-based games has been attributed to the development of mastery. In this thesis, I present the results of an exploratory mixed-methods user study to evaluate whether pace mechanic and type of game alter the player experience and are contributing factors to how quickly participants feel competent at a game. 36 participants were invited to play one session of a real-time game and one session of a turn-based game, and asked to provide feedback about their experience. The results of the study highlight some of the differences between these two pace mechanics. Drawing inspiration from previous work in game design, these differences are then used to present implications for the design of games for both play and serious tasks (e.g., educational games). iii Acknowledgements The completion of this thesis would not have been possible without the support and contributions of many people, to whom I owe my deepest gratitude. First and foremost, I would like to thank my supervisor, Dr. Mark Hancock, for his tremendous patience, understanding, and flexibility in letting me explore my career during these years. He constantly encouraged my ideas and helped me to become a better researcher. In addition, thank you to Dr. Stacey Scott for her expert knowledge and input. I would also like to express great appreciation to my readers, Dr. Frank Safayeni and Dr. Parmit Chilana, for their valuable feedback that helped to strengthen my contributions. I am also thankful to my friends and family for their support and encouragement, especially my mom who went through a lot this past year and came out stronger than ever. To my friends and colleagues in the Touchlab, thank you for your contributions. Finally, thank you to everyone who participated in my study. iv Table of Contents AUTHOR'S DECLARATION ............................................................................................................... ii Abstract ................................................................................................................................................. iii Acknowledgements ............................................................................................................................... iv Table of Contents ................................................................................................................................... v List of Figures ..................................................................................................................................... viii List of Tables ......................................................................................................................................... ix List of Acronyms and Terms .................................................................................................................. x Chapter 1 Introduction ............................................................................................................................ 1 1.1 Background .................................................................................................................................. 1 1.1.1 Serious Games ....................................................................................................................... 1 1.1.2 Strategy Games with a Purpose ............................................................................................. 1 1.1.3 Pace Mechanic ....................................................................................................................... 2 1.1.4 Social Innovation Lab ............................................................................................................ 3 1.2 Motivation .................................................................................................................................... 4 1.3 Research Questions & Objectives ................................................................................................ 4 1.3.1 Research Question 1 (Engagement) ...................................................................................... 5 1.3.2 Research Question 2 (Planning) ............................................................................................ 6 1.3.3 Research Question 3 (Competence) ...................................................................................... 7 1.4 Thesis Contributions ..................................................................................................................... 7 1.5 Thesis Organization ...................................................................................................................... 8 Chapter 2 Related Work ......................................................................................................................... 9 2.1 Serious Games .............................................................................................................................. 9 2.2 Strategy Games ........................................................................................................................... 11 2.3 Related Studies ........................................................................................................................... 15 2.3.1 Related Studies: Pacing ....................................................................................................... 15 2.3.2 Related Studies: Real-Time Games ..................................................................................... 16 2.3.3 Related Studies: Turn-Based Games ................................................................................... 17 2.4 Collaborative Environments ....................................................................................................... 19 2.4.1 Time ..................................................................................................................................... 20 2.4.2 Participants .......................................................................................................................... 21 v 2.4.3 Group Interaction ................................................................................................................ 21 2.5 Summary .................................................................................................................................... 23 Chapter 3 User Study ........................................................................................................................... 24 3.1 Study Method ............................................................................................................................. 24 3.1.1 Setting & Apparatus ............................................................................................................ 25 3.1.2 Participants .......................................................................................................................... 25 3.1.3 Procedure ............................................................................................................................ 26 3.2 Study Conditions: Real-Time and Turn-Based Games .............................................................. 27 3.2.1 Solitaire (Turn-Based, Cards) ............................................................................................. 29 3.2.2 Speed (Real-Time, Cards) ................................................................................................... 30 3.2.3 Traditional Chess (Turn-Based, Chess) .............................................................................. 31 3.2.4 Real-Time Chess (Real-Time, Chess) ................................................................................. 31 3.2.5 Civilization V (Turn-Based, Video) .................................................................................... 33 3.2.6 Age of Empires III (Real-time, Video) ............................................................................... 34 3.3 Data Collection & Analysis ....................................................................................................... 35 3.3.1 Background Questionnaire .................................................................................................