Shinobi Valley

Studying curiosity for virtual spatial exploration through a video game

Conference Paper (2019)
Author(s)

Marcello A. Gómez-Maureira (Universiteit Leiden)

I. Kniestedt (TU Delft - System Engineering)

Max Van Duijn (Universiteit Leiden)

Carolien Rieffe (Universiteit Leiden)

Aske Plaat (Universiteit Leiden)

Research Group
System Engineering
Copyright
© 2019 Marcello A. Gómez Maureira, I. Kniestedt, Max J. Van Duijn, Carolien Rieffe, Aske Plaat
DOI related publication
https://doi.org/10.1145/3341215.3356276
More Info
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Publication Year
2019
Language
English
Copyright
© 2019 Marcello A. Gómez Maureira, I. Kniestedt, Max J. Van Duijn, Carolien Rieffe, Aske Plaat
Related content
Research Group
System Engineering
Pages (from-to)
421-428
ISBN (electronic)
9781450368711
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

Curiosity is a strong motivator for human action, but the circumstances under which one becomes curious are not clear. This paper builds on the assumption that video games can be used as a stimulus for the experimental study of curiosity, and forms a basis in examining the type of curiosity motivated by spatial exploration. A video game was created that incorporates five proposed ‘game design patterns’ that may induce curiosity in players. The game, Shinobi Valley, was tested in a pilot study with 24 participants. Participants responded positively to the game and exhibited exploratory behaviour while playing without specifically being prompted to do so. The presented results suggest which of the patterns are most promising in inducing curiosity, and show that the game is of sufficient quality to be used in larger studies.

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