Version 2 2024-03-12, 17:06Version 2 2024-03-12, 17:06
Version 1 2024-03-01, 10:52Version 1 2024-03-01, 10:52
journal contribution
posted on 2024-03-12, 17:06authored byConor Linehan, Bryan Roche, Ian Stewart
<p>Computer game designers have frequently identified game complexity or “challenge”as a key variable in determining the level of enjoyment users derive from computergames. However, no technical and psychological definition of complexity exists inthe gaming literature. The current paper reports on an experiment designed to test aderived relations approach to defining game complexity. Twenty three participantswere recruited and exposed to a stimulus equivalence training procedure, designed totrain two five-member equivalence relations. Subsequently, participants werepresented with a simulated computer game in which they were required todemonstrate responding in accordance with both one-node and three-node derivedstimulus equivalence relations under severe time constraints in order to gain a highscore. Participants demonstrated consistently correct responding in accordance withDRR. In addition, significantly more correct responses were produced at therelationally less complex (i.e., one-node) level. It is suggested that a derived relationsanalysis of game complexity may serve as a viable framework within which toinvestigate the complex processes involved in game playing.</p>