Applying “Deep Gamification” Principles to Improve Quality of User-Designed Levels

While there are many potential benefits of user-generated content for serious games, the variability of that content’s quality poses a serious problem. In our game, BOTS, players can create puzzles which are shared with other users. However, other players often find these puzzles irrelevant, unplayable, too difficult, or simply boring. This may be because content creators’ objectives when building levels differ from our own. The ‘Deep Gamification’ framework presented by Boyce et. al may help us avoid presenting players with low-quality puzzles that result in frustration, off-task behavior, and ultimately disengagement. To investigate this we have designed two new level editors for BOTS, following the Deep Gamification framework. In this paper, we discuss how the design choices made for those editors were informed by the Deep Gamification framework.

 

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