Petri Net Model for Serious Games Based on Motivation Behavior Classification
Table 5
Details of transition on Motivation Behavior Game Model.
Transition
Interpretation
T203
The result of the frequency of neglected in tests or avoided in games
T204
The result of how many times the players search info
T205
The result of wrong in tests or losses in games
T206
The result of the players is uncertainty (cancel)/to decline (escape)
T207
The result of true/win
T208
The count of how much the players use time to finish the job
T209
Average of loss (m), cancel (c), and victory (b) values
T210
Average of loss (m) and victory (b) values
T211
Sum of 30% loss (m), 20% cancel (c), and 50% victory (b) values
T212
Average of avoiding (o), searching info (i), picking question (q), and trying to answer (tr) values
T301
Obtain the highest value of the m, b, c, q, or tr (max. value)
T301a
Divide the i value by the max
T301b
Divide the q value by the max
T301c
Divide the st value by the max
T301d
Divide the tr value by the max
T301e
Divide the e value by the max
T301f
Divide the b value by the max
T301g
Divide the t value by the max
T302
Set 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)
T303
Set 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)
T304
Set 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)