Level Design Patterns That Invoke Curiosity-Driven Exploration

An Empirical Study across Multiple Conditions

Journal Article (2021)
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
© 2021 Marcello A. Gómez-Maureira, I. Kniestedt, Max Van Duijn, Carolien Rieffe, Aske Plaat
DOI related publication
https://doi.org/10.1145/3474698
More Info
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Publication Year
2021
Language
English
Copyright
© 2021 Marcello A. Gómez-Maureira, I. Kniestedt, Max Van Duijn, Carolien Rieffe, Aske Plaat
Related content
Research Group
System Engineering
Issue number
CHIPLAY
Volume number
5
Pages (from-to)
1-32
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Abstract

Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained theoretical. This study presents an empirical study of how level design patterns impact curiosity-driven exploration in a 3D open-world video game. 254 participants played a game in an empirical study using a between-subjects factorial design, testing 4 variables: presence or absence of patterns, goal or open-ended, nature and alien aesthetic, and assured or unassured compensation. Data collection consisted of in-game metrics and emotion word prompts as well as post-game questionnaires. Results show that design patterns invoke heightened exploration, but this effect is influenced by the presence of an explicit goal or monetary compensation. There appear to be many motivations behind exploratory behavior in games, with patterns raising expectations in players. A disposition for curiosity (i.e. 'trait curiosity') was not found to influence exploration. We interpret and discuss the impact of the conditions, individual patterns, and player motivations.