The attraction of games comes from the player being able to have fun in games. Gambling games that are based on the Variable-Ratio schedule in Skinner’s experiment are the most typical addictive games. It is necessary to clarify the reason why typical gambling games are simple but addictive. Also, the Multiarmed Bandit game is a typical test for Skinner Box design and is most popular in the gambling house, which is a good example to analyze. This article mainly focuses on expanding on the idea of the motion in mind model in the scene of Multiarmed Bandit games, quantifying the player’s psychological inclination by simulation experimental data. By relating with the quantification of player satisfaction and play comfort, the expectation’s feeling is discussed from the energy perspective. Two different energies are proposed: player-side (Er) and game-side energy (Ei). This provides the difference of player-side (Er) and game-side energy (Ei), denoted as Ed to show the player’s psychological gap. Ten settings of mass bandit were simulated. It was found that the setting of the best player confidence (Er) and entry difficulty (Ei) can balance player expectation. The simulation results show that when m=0.3,0.7, the player has the biggest psychological gap, which expresses that player will be motivated by not being reconciled. Moreover, addiction is likely to occur when m∈[0.5,0.7]. Such an approach can also help the developers and educators increase edutainment games’ efficiency and make the game more attractive.
The game ’Mafia’ is a logic puzzle that has been a top-rated party game played worldwide. Many studies have been dedicated to determining the best character combination to keep players engaged while analyzing the overall death toll. Although it has only two-sided plays, there are multiple combinations of characters in which each character’s rules are different. This paper explores the game’s sophistication using the game refinement theory and motion in mind model while measuring the entertainment of each character’s actions. It then focuses on the dynamics of minority versus majority behaviors during the game process. Computer simulations were conducted to collect the data of each character and assess the entertainment impacts. Moreover, the energy value of each character was computed based on the motion in mind model. The results show that when the number of `Mafia’ and the number of `Sheriffs’ are equal, the sophistication of each character is maximized. In addition, the data indicates the player engagement in the following order: Mafia>Sheriff>Citizen. Thus, it can be concluded that the actions of the Mafia character are the most complicated and significantly impact the game. It is expected that the results in this study enable game designers to improve each character’s perspective and examine possible enhancements from the viewpoint of entertainment.
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