TY - GEN
T1 - Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games
AU - Zhang, Yiwen
AU - Monteiro, Diego
AU - Liang, Hai Ning
AU - Ma, Jieming
AU - Baghaei, Nilufar
N1 - Funding Information:
ACKNOWLEDGEMENT The authors would like to thank the participants for their time and the reviewers for their reviews. The work is supported in part by Xi'an Jiaotong-Liverpool University (XJTLU) Key Special Fund (KSF-A-03; KSF-P-02), and XJTLU Research Development Fund.
Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - Randomness is an important factor in games, so much so that some games rely almost purely on it for its outcomes and increase players' engagement with them. However, randomness can affect the game experience depending on when it occurs in a game, altering the chances of planning for a player. In this paper, we refer to it as 'input-output randomness'. Input-output randomness is a cornerstone of collectable card games like Hearthstone, in which cards are drawn randomly (input randomness) and have random effects when played (output randomness). While the topic might have been commonly discussed by game designers and be present in many games, few empirical studies have been performed to evaluate the effects of these different kinds of randomness on the players' satisfaction. This research investigates the effects of input-output randomness on collectable card games across four input-output randomness conditions. We have developed our own collectable card game and experimented with the different kinds of randomness with the game. Our results suggest that input randomness can significantly impact game satisfaction negatively. Overall, our results present helpful considerations on how and when to apply randomness in game design when aiming for players' satisfaction.
AB - Randomness is an important factor in games, so much so that some games rely almost purely on it for its outcomes and increase players' engagement with them. However, randomness can affect the game experience depending on when it occurs in a game, altering the chances of planning for a player. In this paper, we refer to it as 'input-output randomness'. Input-output randomness is a cornerstone of collectable card games like Hearthstone, in which cards are drawn randomly (input randomness) and have random effects when played (output randomness). While the topic might have been commonly discussed by game designers and be present in many games, few empirical studies have been performed to evaluate the effects of these different kinds of randomness on the players' satisfaction. This research investigates the effects of input-output randomness on collectable card games across four input-output randomness conditions. We have developed our own collectable card game and experimented with the different kinds of randomness with the game. Our results suggest that input randomness can significantly impact game satisfaction negatively. Overall, our results present helpful considerations on how and when to apply randomness in game design when aiming for players' satisfaction.
KW - Input-output randomness
KW - collectable card games
KW - game satisfaction
KW - user study
UR - http://www.scopus.com/inward/record.url?scp=85122963891&partnerID=8YFLogxK
U2 - 10.1109/CoG52621.2021.9619020
DO - 10.1109/CoG52621.2021.9619020
M3 - Conference Proceeding
AN - SCOPUS:85122963891
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - 2021 IEEE Conference on Games, CoG 2021
PB - IEEE Computer Society
T2 - 2021 IEEE Conference on Games, CoG 2021
Y2 - 17 August 2021 through 20 August 2021
ER -