Research Article

Petri Net Model for Serious Games Based on Motivation Behavior Classification

Table 4

Details of place on Motivation Behavior Game Model.

PlaceInterpretation

P1Problems arise in the game
P201Players resolve the problem
P202Players avoid/leave the problem
P203Number of how many times the players neglected the tests or avoided the games (o)
P204Number of how many times the players search info (i)
P205Number of wrong in tests or losses in games (m)
P206Number of the players is uncertainty/to decline (escape) (c)
P207Number of True in games or win in games (b)
P208Number of how much the players use time to finish the job (t)
P209Fixes the value of pick question/playing the game (q)
P210Fixes the value of trying to answer/to finish (tr)
P211Fixes the value of self-efficacy/Ability (e)
P212Step report of player at some stage (st)
P301Fixes the value of maximal (max)
P302LVQ method to classify the players motivation behavior of active choice (ac) into; low active choice (ac1), semi-active choice (ac2), or high active choice (ac3)
P303LVQ method to classify the players motivation behavior of Persistence (ps) into low persistence (ps1), semi-persistence (ps2), or high persistence (ps3)
P304LVQ method to classify the players motivation behavior of mental effort (me) into low mental effort (me1), semi-mental effort (me2), or high mental effort (me3)
P305Value is one or zero
P306Value is one or zero
P307Value is one or zero
P401Value is active choice (ac) or zero
P402Value is persistence (ps) or zero
P403Value is mental effort (me) or zero
P5Motivation leveling algorithm
P6Responds to the players level of motivation behavior as the reference to selection of problem in game