Research Article

Petri Net Model for Serious Games Based on Motivation Behavior Classification

Table 5

Details of transition on Motivation Behavior Game Model.

Transition Interpretation

T203The result of the frequency of neglected in tests or avoided in games
T204The result of how many times the players search info
T205The result of wrong in tests or losses in games
T206The result of the players is uncertainty (cancel)/to decline (escape)
T207The result of true/win
T208The count of how much the players use time to finish the job
T209Average of loss (m), cancel (c), and victory (b) values
T210Average of loss (m) and victory (b) values
T211Sum of 30% loss (m), 20% cancel (c), and 50% victory (b) values
T212Average of avoiding (o), searching info (i), picking question (q), and trying to answer (tr) values
T301Obtain the highest value of the m, b, c, q, or tr (max. value)
T301aDivide the i value by the max
T301bDivide the q value by the max
T301cDivide the st value by the max
T301dDivide the tr value by the max
T301eDivide the e value by the max
T301fDivide the b value by the max
T301gDivide the t value by the max
T302Set one value if then value of high active choice ( ) in LVQ method is higher than value of high persistence ( ) or value of high mental effort ( ), or else reset (zero value)
T303Set one value if then value of high persistence ( ) in LVQ method is higher than value of active choice ( ) or value of high mental effort ( ), or else reset (zero value)
T304Set one value if then value of high mental effort ( ) in LVQ method is higher than value of high persistence ( ) or value of active choice ( ), or else reset (zero value)
T401To multiply
T402To multiply
T403To multiply