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An investigation on using serious gaming to study human decision-making in engineering contexts

Published online by Cambridge University Press:  25 September 2017

Sean D. Vermillion*
Affiliation:
Innovative Decisions, Inc., Vienna, VA, USA
Richard J. Malak
Affiliation:
Design Systems Laboratory, Department of Mechanical Engineering, Texas A&M University, College Station, TX, USA
Rachel Smallman
Affiliation:
Social Cognition Laboratory, Department of Psychology, Texas A&M University, College Station, TX, USA
Brittney Becker
Affiliation:
Social Cognition Laboratory, Department of Psychology, Texas A&M University, College Station, TX, USA
Michale Sferra
Affiliation:
Health Behavior Research Group, Department of Psychology, Texas A&M University, College Station, TX, USA
Sherecce Fields
Affiliation:
Health Behavior Research Group, Department of Psychology, Texas A&M University, College Station, TX, USA
*
Email address for correspondence: svermillion@innovativedecisions.com
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Abstract

Serious gaming is the use of games for purposes beyond entertainment. In this paper, we investigate the use of serious gaming as a tool for research into decision-making in engineering systems design. Serious gaming provides a fully controllable environment in which to study the decision-making behavior of engineers in simulated design scenarios. However, given the nature of games and their inherent association with entertainment, it is possible that gaming environments themselves induce unexpected, or unrepresentative behavior. We present two experiments in which we investigate serious gaming as a research tool. Both experiments deal with design decisions in the presence of sunk costs and compare two approaches for communicating the decision-making scenario: (1) an interactive game and (2) a written narrative. The written narrative approach for communicating decision-making scenarios is a widely used and accepted technique for decision-making research. We find that behavior observed in the game variants did not significantly differ from behavior observed in their written narrative equivalents. This result builds confidence for the use of game-based research approaches. However, the results in this paper suggest that response distributions collected from a game have more noise than those from an equivalent written narrative.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
Distributed as Open Access under a CC-BY 4.0 license (http://creativecommons.org/licenses/by/4.0/)
Copyright
Copyright © The Author(s) 2017
Figure 0

Table 1. Gaming with engineering applications

Figure 1

Table 2. Narrative implementation by condition

Figure 2

Figure 1. Summary of Experiment 1 conditions.

Figure 3

Figure 2. Top left: example of the block-arrangement interface. Top right: game level hierarchy. Bottom left: decision prompt from the sunk cost-implicit condition. Bottom right: decision prompt from control condition.

Figure 4

Figure 3. Summary of Experiment 2 conditions.

Figure 5

Figure 4. Oil game interface examples. Top: selection between Sites A and B with annotation highlighting the two sites. Bottom: decision prompt for the sunk cost condition.

Figure 6

Figure 5. Sample proportions showing the difference between game and written narrative response distributions.

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Table 3. Response distribution in Experiment 1 game conditions

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Table 4. Response distribution in Experiment 1 written narrative conditions

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Table 5. Summary of Experiment 1 game versus written narrative comparisons

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Table 6. Summary of Experiment 1 control versus sunk cost comparisons

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Figure 6. Distributions of perceived outcome to a ‘No’ response.

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Figure 7. Response by perceived outcome.

Figure 13

Figure 8. Graphical comparison of game and written narrative response distributions. Top row shows unfiltered game response distributions while the bottom row shows filtered game response distributions (i.e., those who chose Site B).

Figure 14

Table 7. Response distribution in Experiment 2 game conditions

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Table 8. Response distribution in Experiment 2 written narrative conditions

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Table 9. Response distribution in game filtered by site selection choice (i.e., those who chose Site B)

Figure 17

Table 10. Summary of Experiment 2 game versus written narrative comparisons

Figure 18

Table 11. Summary of Experiment 2 control versus sunk cost comparisons