arXiv:2607.24749cs.HCcs.AI2026-07中稿 · publication in IEE…综述

对比真人与电脑对手,发现玩家对电脑对手体验更差。

Game AI Not Fun? A Scoping Review and Meta-Analysis on the Differences in Enjoyment between Human and Computer Opponents

论文配图:Game AI Not Fun? A Scoping Review and Meta-Analysis on the Differences in Enjoyment between Human and Computer Opponents
图 1 · 摘自论文原文
  • 通过系统梳理20项研究,分析人类与电脑对手的体验差异。
  • 九项研究元分析显示,电脑对手导致体验下降,效应量中等偏大。
  • 适合游戏设计、人机交互研究者参考,尤其关注玩家心理体验。

尽管游戏角色人工智能的进步旨在提升玩家参与度,但现有证据表明,感知对手为人工会削弱心理体验。本文通过范围综述和元分析,整合了聚焦于玩家对抗人类与计算机对手时享受程度的实证研究。首先,范围综述涵盖20项研究,梳理其研究设计、评估指标与关注重点。其次,基于九项研究的基线比较,进行三层元分析,定量评估享受程度差异。结果表明,在电脑对手情境下存在统计显著、中等到大的合并效应量,揭示出明显的心理代价。本文全面总结了该领域的现有知识,强调需进一步研究以深入理解并解决电脑对手情境带来的体验劣势。

原文摘要 · Abstract (English)

Although advancements in game character AI aim to enhance player engagement, evidence suggests that perceiving an opponent as artificial can diminish the psychological experience. This paper presents a scoping review and meta-analysis of empirical studies focusing on player enjoyment when competing against human versus computer opponents. First, the scoping review was conducted to map the landscape of 20 included studies, detailing their study designs, outcome measures, and research foci. Second, a three-level meta-analysis synthesizing baseline comparisons from nine studies quantitatively assesses the differences in enjoyment. The results demonstrate a statistically significant, medium-to-large pooled effect size, indicating a psychological penalty in computer-opponent conditions. This paper provides a comprehensive overview of the extant knowledge on this topic, and underscores the necessity for further research in order to fully understand and resolve the penalty of the computer opponent context.

游戏AI人机对抗心理体验

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