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Tutorial Level Design Guidelines for 2D Fighting Games

dc.contributor.authorIbrahim, Mursyid
dc.contributor.authorSweetser Kyburz, Penny
dc.contributor.authorOzdowska, Anne
dc.date.accessioned2023-03-05T23:21:42Z
dc.date.available2023-03-05T23:21:42Z
dc.date.issued2023
dc.description.abstractFighting games can have barriers to entry as a result of the competency and skill needed to understand the mechanics and objectives of play. One of the key challenges in fighting game design is to teach players how to attain competency. The most common teaching strategy employed in many fighting games is to include a tutorial level. However, there is a lack of research on how fighting game tutorial levels should be designed to support learning for new players. In this paper, we propose design guidelines for video game tutorials, based on the Cognitive Theory of Multimedia Learning and video game design theory. We developed a fighting game tutorial, based on our design guidelines. We evaluated our design against a popular, recent fighting game, Guilty Gear Strive, in a user study with 10 players new to the genre. Our evaluation showed that our design improved on the in-game tutorial, in terms of supporting player learning. We also demonstrated that our design guidelines can provide useful insights into how to provide learning support in fighting game tutorials.en_AU
dc.format.mimetypeapplication/pdfen_AU
dc.identifier.isbn978-1-4503-9855-8/23/04en_AU
dc.identifier.urihttp://hdl.handle.net/1885/286595
dc.language.isoen_AUen_AU
dc.provenancehttps://www.acm.org/publications/openaccess#h-author-rights-management-for-open-access-publications..."all ACM authors retain all other proprietary rights not granted to ACM, including patent, trademark, or moral rights, major revision rights, self-archiving or posting rights..." from the publisher site (as at 6 March 2023)en_AU
dc.publisherACMen_AU
dc.relation.ispartofFoundations of Digital Games 2023 (FDG 2023)en_AU
dc.rights© 2023 Copyright held by the owner/author(s)en_AU
dc.rights.licensePermission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s).en_AU
dc.subjectDesign Guidelinesen_AU
dc.subjectGame Designen_AU
dc.subjectHuman Computer Interactionen_AU
dc.subjectUser Studyen_AU
dc.titleTutorial Level Design Guidelines for 2D Fighting Gamesen_AU
dc.typeConference paperen_AU
dcterms.accessRightsOpen Accessen_AU
local.bibliographicCitation.lastpage11en_AU
local.bibliographicCitation.startpage1en_AU
local.contributor.affiliationSweetser Kyburz, P., School of Computing, CECS, The Australian National Universityen_AU
local.contributor.authoruidu1027166en_AU
local.identifier.doi10.1145/3582437.3582470en_AU
local.publisher.urlhttps://www.acm.org/en_AU
local.type.statusAccepted Versionen_AU

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