An Exploration of Game Level Design to Evoke Spatial Exploration: The Influence of a Secondary Task
summary
Procedural content generation creates two 25x25-cell open-world levels optimized by Mean Spatial Exploration Cost and Occupied Area Cost and the study runs a 2×2 between-group design (N = 28) with conditions LSE, LSEC, HSE, HSEC. Results show that adding coins causes players to shift behaviour toward reward collection so coins diminish exploration: mean spatial exploration scores and visited occupied cells drop in coin conditions. A surprising self-report finds higher personal gratification in low spatial exploration levels despite the design aiming for high exploration.
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