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Scientific Heroes: Multiplayer Online

Battle Arenas Foster Players


Hypothetico-Deductive Reasoning
Abstract
Carlos Mauricio Castao Daz Prof. Dr. Heinrich Hussmann Based on in-game behaviour, eye tracking data, and
First Author Third Author cued retrospective reports, the present study aims to
Ludwig-Maximilians Universitt Universitt Mnchen, LFE evaluate how commercial video games, specifically
Mnchen Medieninformatik Multiplayer Online Battle Arenas can foster hypothetico-
Leopoldstr. 44. 605. Amalienstr. 17. A507. deductive reasoning in everyday life contexts. At the
80802 Munich, Germany. 80333 Munich, Germany. same time, it aims to locate in-game behaviour
Mauricio.diaz@psy.lmu.de Heinrich.hussmann@ifi.lmu.de patterns serving as indicators of hypothetico-deductive
traits. The studies take place in a simulated-naturalistic
Prof. Dr. Birgit Dorner Prof. Dr. Jan-Willem Strijbos environment using both an exploratory and a
Second Author Fourth Author microgenetic design.
Katholische Ludwig-Maximilians Universitt
Stiftungsfachhochschule Mnchen Mnchen Keywords
Preysingstr. 83. H207. Leopoldstr. 13. 3411. Video Games; Cognition; Reasoning; Multiplayer Online
D-81667 Munich, Germany. 80802 Munich, Germany. Battle Arenas.
Birgit.dorner@ksfh.de Jan-willem.strijbos@psy.lmu.de
ACM Classification Keywords
K.8.0. Games; J.4. Psychology.
_______________________________________________________________
Permission to make digital or hard copies of part or all of this work for
personal or classroom use is granted without fee provided that copies are Introduction
not made or distributed for profit or commercial advantage and that The present is an ongoing interdisciplinary work linking
copies bear this notice and the full citation on the first page. Copyrights
for third-party components of this work must be honored. For all other the fields of Psychology, Game Studies, and Learning
uses, contact the owner/author(s). Copyright is held by the Sciences, aiming to understand the how hypothetico-
author/owner(s).
CHI PLAY 2015, October 57, 2015, London, United Kingdom. deductive reasoning (understood as the process of
ACM 978-1-4503-3466-2/15/10. generating and falsifying hypotheses [18]) can be
http://dx.doi.org/10.1145/2793107.2810313
fostered by commercial games. This study focuses on
one specific genre of video game: Multiplayer Online

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Battle Arenas (MOBAs), for being nowadays an Methodology
expanding field while being considered not only games The study makes use of both exploratory [21] and
but a type of sport (eSport) [17]. microgenetic [20] research designs while employing
mixed methods analysis. Game recordings, eye tracking
Rationale data [16], in-game communication, and cued
Information technologies have become the centre of retrospective reports [12] are used as a means to
the contemporary society, changing the way we engage
analyse the different reasoning processes of the players
with our surroundings, socialise, and play [22] [13]. In
in a simulated-natural environment. The simulated-
the same way, our everyday life contexts have changed natural environment is an environment designed to be
to facilitate our interactions mediated by the in-between a natural environment and a laboratory
information technologies. setting. Therefore, players can feel like playing a
normal game at home (or with friends, like in
During the last two decades, an increasing number of tournaments or LAN parties) while in a laboratory
research works focused on the influence of video games setting (i.e. wearing eye trackers) [15].
in the everyday life. Anthropological [8], cultural [10],
social [1], learning [9], and psychological studies [4] The exploratory design is made with expert ranked
aim to understand different facets of the video game players (experts) in two different MOBAs, League of
phenomenon, like the creation of communities, literacy, Legends [19] and Defence of the Ancients 2 [24]. Under
learning, and development of cognitive skills. this condition, couples of players are asked to play
three ranked games (5v5) against humans, and three
Although some studies focus on the relationships cooperative matches against easy bots (computer
between psychology and the effects of video games, controlled characters) in a 2v2 custom game. This
most of these studies have focused on clinical problems approach allows detecting and extrapolating different
such as violence [11] and addiction [14]. Other studies play patterns and cognitive skills used by the players.
in psychology and education inquire about the extent in At the same time, it allows to compare the progress of
which some games can be designed or used in the the novices with the experts.
classroom to teach specific skills or content of courses
[7]. Only a few studies focus on the development of The microgenetic design is carried out with video
skill acquisition, particularly using commercial video gamers who have never played MOBAs (novices).
games [2]. The present research explores this last part, Under this condition, couples of players are asked to
as there have not been many studies tackling the play ten hours of cooperative games against easy bots
cognitive skills developed by commercial game players in a 2v2 custom game. The ten hours of play are
(particularly in natural environments) and eSports divided in six days. During four days, the players play
players. for two hours. The last two hours of play consist of two
differed evaluation sessions playing the game under the

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last condition they played. If the players advance Proposal
quickly in their learning curve, the beginner condition is The aim of this research goes along the lines of works
replaced with the intermediate condition in which the done before, for instance by Bartle [3] and Canossa [6].
players have to play against intermediate-difficult bots. Nevertheless, the research focus is not player types but
This is done to maintain the Zone of Proximal the players cognitive processes, specifically
Development active [23]. This approach allows hypothetico-deductive reasoning. To achieve this aim,
depicting the learning curve and the development of the data gathered will be triangulated to detect in-
cognitive schemata and skills of the players over the game behavioural patterns (persona behaviour), which
course of time. indicates the presence of hypothetico-deductive
reasoning at a certain point of the game. For this
For the study, hypothetico-deductive reasoning was purpose, a model allowing tying together the behaviour
parameterised using two approaches. The first is a of the personas with the cognitive processes of the
linguistic approach used during the in-game talk and player will be created.
the interviews. This approach uses verbal cues as I
thought, I guessed, it is probable, it is likely, and so Reach
on, to detect hypothetic behaviour. The deductive This research aims to understand better how people
behaviour was parameterised as falsation of develop hypothetico-deductive reasoning in an
hypotheses. The second approach makes use of the everyday context (video gaming). Thus contributing not
verbal findings and triangulates it with behavioural and only to a better understanding on how video games
biometric cues so that the hypothetico-deductive impact people cognitively in their everyday life and
behaviour can be inferred without the need for verbal contexts, but also learning the skills required and
cues. developed by expert players of MOBAs. Furthermore,
this research can shed light on two different
The triangulation of research designs allows exploring perspectives: (1) understanding and improving learning
how the abilities of experts are presented (particularly in informal contexts, and (2) inquire about the
hypothetico-deductive reasoning abilities). This enables cognitive skills required for professional MOBA players
detecting and tracking them in other groups such as in order to succeed.
the novices, therefore allowing spotting changes and
comparing development between novices and experts. Preliminary results
For the exploratory study with experts, the following
Finally, the simulated-natural environment research preliminary results have emerged after the data was
allows for a more ecologically valid approach to study first pre-processed.
of the development of skills, matches, and group
Expert players make hypotheses all the time
communication by overcoming the artificiality of the
during the gameplay, both in conscious and
laboratory environments and the intrusiveness of field
unconscious ways. Hypotheses can be of different
research [5].

483
types: opponent behaviour, opponent intentions, Further on, it is expected to expand the research so
opponent location, and the probability of the occurrence that cognitive models and patterns can be drawn from
of a specific event. the data gathered.
Players test their hypothesis by trying to acquire
more information (e.g. looking at the enemys Acknowledgements
inventory), but most of the times they assume their This research is being carried with the support of the
beliefs to be true and act based on this. Elite Network of Bavaria (ENB), The Munich Center of
Map awareness, hiding information, misleading the the Learning Sciences (MCLS), and the Catholic School
enemy, and gaining visualisation of the map are key of Applied Sciences (KSFH).
elements for hypothesis and strategy generation.
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