If at First You Don't Succeed: Helping Players Make Progress In Games With Breaks and Checkpoints
summary
Study of a side‑scroll platformer (running, jumping, wall jump, grapple) compares four conditions in a 2x2 design: none / breaks / checkpoints / both; checkpoints appear as save‑point yellow flags and breaks are 10‑second post‑failure breaks. Both checkpoints and breaks significantly increase levels completed during training, breaks and checkpoints each reduce time spent stalled and regressions, and the combination produces the largest training gain; neither intervention reduces transfer or one‑week retention, so progress aid does not hinder learning.
AI-written summary · about
related talks
06mIs a Change as Good as a Rest? Comparing Break Types for Spaced Practice in a Platformer Game
15mPress Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games
07mDesigning a Technique-Oriented Sport Training Game for Motivating a Change in Running Technique
41mHow to Avoid a Bad Steam Score?
58mThe Psychology of Play: The Power of Understanding Your Players
16mMinimal Design, Maximum Impact: Puzzle Game Design in Hypercasual Games
06mGAME: Game As a Measurement Environment - Scheme to Evaluate Interfaces and Game Contents Based ...
07mLow Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speed...
