Applying quantitative models to evaluate complexity in video game systems

Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2009.

Bibliographic Details
Main Author: Tanwanteng, Matthew (Matthew E.)
Other Authors: Robert C. Miller.
Format: Thesis
Language:eng
Published: Massachusetts Institute of Technology 2010
Subjects:
Online Access:http://hdl.handle.net/1721.1/55113
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author Tanwanteng, Matthew (Matthew E.)
author2 Robert C. Miller.
author_facet Robert C. Miller.
Tanwanteng, Matthew (Matthew E.)
author_sort Tanwanteng, Matthew (Matthew E.)
collection MIT
description Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2009.
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spelling mit-1721.1/551132019-04-12T23:38:49Z Applying quantitative models to evaluate complexity in video game systems Tanwanteng, Matthew (Matthew E.) Robert C. Miller. Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science. Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science. Electrical Engineering and Computer Science. Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2009. Cataloged from PDF version of thesis. Includes bibliographical references (p. 41). This thesis proposes a games evaluation model that reports significant statistics about the complexity of a game's various systems. Quantitative complexity measurements allow designers to make accurate decisions about how to manage challenge, keeping in mind the player's physical and mental resources and the amount/type of actions the game requires players to act upon. Managing the operational challenge is critical to keeping players in a state of enjoyment, the primary purpose of video games. This thesis first investigates the relationship between enjoyment and complexity through the concept of Flow. From there it examines the properties of GOMS that are useful to analyzing videogames using Tetris as a case study, and then it examines and dissects the shortcomings of a direct usability approach and offers solutions based on a strategy game example. A third case study of the idle worker scenario in strategy games is detailed to further corroborate the usefulness of applying a GOMS based analysis to videogames. Using quantitative measurements of complexity, future research can aggressively tackle difficulty and challenge precisely, mitigate complexity to widen market appeal, and even reveal new genre possibilities. by Matthew Tanwanteng. M.Eng. 2010-05-25T20:43:53Z 2010-05-25T20:43:53Z 2008 2009 Thesis http://hdl.handle.net/1721.1/55113 591409794 eng M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission. http://dspace.mit.edu/handle/1721.1/7582 44 p. application/pdf Massachusetts Institute of Technology
spellingShingle Electrical Engineering and Computer Science.
Tanwanteng, Matthew (Matthew E.)
Applying quantitative models to evaluate complexity in video game systems
title Applying quantitative models to evaluate complexity in video game systems
title_full Applying quantitative models to evaluate complexity in video game systems
title_fullStr Applying quantitative models to evaluate complexity in video game systems
title_full_unstemmed Applying quantitative models to evaluate complexity in video game systems
title_short Applying quantitative models to evaluate complexity in video game systems
title_sort applying quantitative models to evaluate complexity in video game systems
topic Electrical Engineering and Computer Science.
url http://hdl.handle.net/1721.1/55113
work_keys_str_mv AT tanwantengmatthewmatthewe applyingquantitativemodelstoevaluatecomplexityinvideogamesystems