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Scientists explain why card games are so addictive

  • February 11, 2023
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Concussion is often used in engineering, sports science, manufacturing, etc. It is a measurement of a sudden change in acceleration used in fields. The researchers suggested that examining


Concussion is often used in engineering, sports science, manufacturing, etc. It is a measurement of a sudden change in acceleration used in fields. The researchers suggested that examining the influence of jerks could offer a deeper understanding of the game. Game development theory states that acceleration, or the rate at which information speed changes, represents the balance between certainty and uncertainty in a game. This balance is called the Game Improvement Score (GR) and serves as an indicator of the player’s level of engagement.

A new perspective, a mental model of movement, measures uncertainty in game progress by two physical metrics: speed, which represents the percentage of win, and mass, which represents how hard it is to win. These physical values ​​can be translated into psychological reactions. A rush, denoted by AD, short for addiction, can therefore be interpreted as unpredictability or surprise. Higher AD games are very unpredictable and full of surprises, which makes them addictive.

Recently, a group of researchers led by Associate Professor Mohd. Nor Akmal Khalid from the School of Information Sciences at the Japan Institute of Advanced Science and Technology (JAIST) investigated the effect of junk food on gambling addiction using various popular card games involving unrelated teams (Wakeng and Doudizhu) and related teams (Winner, Big). Two and Tien Len). The study, co-authored by Professor Hiroyuki Iida of JAIST, was recently published in the journal Science. IEEE Access.

JAIST researchers emphasize the importance of intersections between the GR (y=1/2at2) and AD (y=1/6jt3) curves. card game data. and similar studies have been done before. Authorship: Mohd. What Akmal Khalid from JAIST

Professor Khalid talks about the motivation behind the research. “Card games are typical games with incomplete information. The short, repetitive rounds, chances and strategy make them some of the most interesting and even addictive games. We wanted to understand why that was the case.”

Researchers first explored the rules, designs, and complexity of these games using a mind game developer and motion model. Next, they ran two simulations using the game’s own artificial intelligence (AI) agents. In the first experiment, the AI ​​simulated a fixed game played by participants of different skill levels (weak, fair, and strong). In contrast, the second experiment involved games of varying difficulty, played by a fixed level of AI. Differences were found between the two parameters: first, probability of winning (as seen in deterministic and random games of chance) and second, difficulty level (as seen in easy and hard games). These analyzes allowed the researchers to compare different card games.

The results show that skill and complexity should overlap for reasonable GR (attraction-related) and AD (surprise-related) values. In addition, games must be sufficiently balanced and fair so that winning is not perceived as mere luck. Take, for example, Doudizhu, which has nearly equal GR and AD values. This balance between uncertainty and unpredictability often results in fast-paced gameplay full of rewards and surprises. As a result, people want to play it again and again, which makes Doudizhu the most popular and exciting card game.

Thanks to the above research, researchers have accepted the principles of playing games for addictive fun. The four metrics of the game progression pattern – play time, speed, acceleration and rush – correspond to reward value, reward frequency, uncertainty, and unpredictability, respectively. They also describe the fairness, reinforcement, appeal, and surprise of the game, respectively.

“These components highlight the potential of GR and AD metrics as powerful tools for understanding gaming. They will help make games more engaging and educational. Not just in games, the results of this research make any mundane and everyday activity engaging, fun, surprising, and even addictive. Professor Khalid concludes.

Source: Port Altele

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