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电脑游戏设计对使用者游戏体验和行为的影响Word下载.docx

外语系

专业:

商务英语

班级:

学号:

姓名:

指导教师:

完成日期:

2010年4月15日

Abstract

Thisdissertationproposedauser-centeredframeworkforcomputergamedesign,andbasedontheframework,weexploretheeffectsofcomputergamedesignonplayers’experienceandbehaviors.

Specifically,thestudyattemptstounderstandhowusersgamingexperiencecauseaddictivebehaviors.Wefirstdevelopedacompletemodelthatincludeselevenfactorstorepresentusers’experienceinMMORPGs.Afterthat,wedesignaquestionnairetomeasureusersexperienceandlevelofaddiction.Userdemographyinformation,includinggenderandgameplayinghabits,wasalsocollected.Fourhundredandeighteencollegestudentsaged18to25yearsoldtookpartinthisonlinesurvey.Regressionanalysiswasthenconductedtoevaluatetherelativeexplanatorypowerofeachvariable,withaddictionscoreasthedependentvariableandtheelevenuserexperiencefactorsastheindependentvariables.ResultsrevealfivecriticalfactorsthatcanbeusedtopredictMMORPGaddiction.Thisstudyalsodiscussespossiblecasualmechanismsforincreasingcollegestudents’levelofaddiction.

Keywords:

computergames,userexperiencedesign,addiction

摘要

本论文之目的在提出一种以使用者为中心的电脑游戏设计架构,并且探讨电脑游戏设计对使用者游玩经验与行为的影响。

具体而言,研究主题尝试了解玩家的游戏经验如何导致玩家沉迷行为的发生。

本研究通过线上问卷的方式來收集玩家的游戏经验与其沉迷的程度,除此之外,本研究也同时收集玩家的性别与游戏习惯(每日游戏小时数/每周游戏天数)。

结果发现,好奇性、角色扮演、归属感、责任感与报偿等五个因素能够被用來显著的预测玩家的沉迷行为。

本研究也根据这五个显著的影响变数推论其可能形成玩家沉迷的原因。

除此之外,我们也分别从设计的角度与教育的角度提出防治沉迷行为的建议。

关键词:

电脑游戏;

游戏设计;

沉迷

Contents

摘要…….………………………………………………………….….……………………….i

Abstract……………………………………………………….………..…….……….………..ii

Acknowledgements………………………………………………....…………………………iii

1.Introduction.............................................................................................................................1

2.GameDesignApproaches......................................................................................................4

2.1GameDesignwithSystem-CenteredApproach................................................................4

2.2GameDesignwithUser-CenteredApproach....................................................................6

2.2.1Players'

GamingExperience........................................................................................6

2.2.2ThePositiveExperienceofPlayersintheGame.......................................................7

3.TheEffectsofMassivelyMultiplayerOnlineGamePlayers’ExperienceontheAddictedBehaviors............................................................................................................................10

3.1TheUser’sExperienceModelofMMORPG……….....………….…………………..10

3.1.1TheFactorofPersonalInteractionExperience......................................................11

3.1.2SocialNeeds...........................................................................................................13

3.1.3Role-Playing...........................................................................................................15

3.2Methods.........................................................................................................................15

3.2.1Respondents.........................................................................................................16

3.2.2TheMeasurementofOnlineGamePlayers’Experience.......................................16

3.2.3TheMeasurementofAddiction..............................................................................16

3.2.4StatisticalAnalysis................................................................................................17

3.3TheResultsofAnalysis................................................................................................17

3.4ResultsDiscussion........................................................................................................19

3.4.1AddictedBehaviorandGameHabits....................................................................19

3.4.2MMORPGAddictionMechanism.........................................................................19

4.ConclusionsandRecommendations.....................................................................................23

4.1Conclusion......................................................................................................................23

4.2Recommendations................................................................................................24

Reference..................................................................................................................................26

1.Introduction

Inrecentyears,aspeopledemandtoimprovethequalityoflifeandlifestylechanges,leisureandentertainmentinmodernlifehasbecomeveryimportantforeachpart.Leisureindustryinavarietyofentertainmentinso,onthecomputergameindustry'

smostrapidgrowth(Schell,2001),intheUnitedStates,theircomputergameindustrysalesvolumeoftotalamountfrom1994'

s3.2billionyearsasubstantialdegreeofgrowthto2007of9.5billionU.S.dollars(ESA,2006).Inthisintensecompetitionandrapiddevelopmentofindustrybackground,tounderstandhowtodesignasuccessfulcomputergames,isoperatinginanextremelyimportantissue.

R&

Dcomputergamesbyincludingthearts(musicandart),systemdesign,programdevelopmentandanimation,etc.Groupofprofessionalsfromdifferentfieldsofcooperationtocompleteagamedevelopment(Kelly,2004).

However,withthegamesindustry,industrycompetition,ever-changinggamespeedisveryfast,soletthegameplayerhasselectedtheinitiativeorder.Moststudiesagreethatasuccessfulgameisthecomputergametocatertothepreferencesofplayers,andgivethemapleasantgamingexperience(Crawford,1982;

Thomas&

Macredies,2002;

Pagulayanetal.,2003;

Sweetser&

Wyeth,2005).Therefore,companiesandgamedesignersbegantobeaware,thegamedevelopmentprocess,theadditiontoexaminationofamountofsurfacestructureandtheefficiencyofcompletionoftheworks,themoreshouldtheuser-centeredperspectivethinkthefuturegamesdesignuser-centeredapproach.

Comparedtothelastgamesetssale,asaleofabusinessmodel,onlinegames,gamesoftwaremanufacturersfreeofchargetoplayerstodownload,followedbycontinuouschargeplayersmonthlysubscriptionfeeorpurchasecostofvirtualitemsconductedbywayofprofit.Inthisbusinessmodel,manygamedesignersdonotwantnon-usersthroughrichgamingexperience,toaffecttheuser'

sgamebehavior.Therefore,themanufacturershavedesignedonebyonesothatuserscanhavethestrongestparticipationmotivationofthegame,throughincreaseduserparticipationandmotivation,richplayersgamingexperience,thefutureextensionoftimeforplayerstostayinthegame,andfinallytocorporateprofitabilitypurposes.However,becausethisindustrybackground,sothatthereisorderonlinegaminginrecentyears,indulgedintheso-calleduseraddictivebehaviorproblems,andmoreandmoreserious.

Somescholarshavealsopreviouslyconfirmedtheaboveorderinference,theirresearchindicatesthatparticipationmultiplayeronlinerole-playinggameforuserstoparticipateingeneralthansinglegamesuchastheSonyPS3andMicrosoftXboxusers,consumingmoretimetoindulgeinthegameitself(Ng&

Wiemer-Hastings,2005).Auserhabitsforonlinegamesstudypointsoutthatabout44%ofonlinegameplayersthattheyhaveatendencytoindulge(Yee,2002).Obsessionwithonlinegamingphenomenoncommonamonggamersforthemomentthebehavioroccurs.

Theeffectsofaddictiontotheplayers,someofmorefurtherpointedoutthatusersaddictedtoonlinegames,theirdailylifewillbeacertaindegreeofnegativeimpact,suchasheartmanagementlevel,theindulgenceofthosetasksandthemotivationtointerferenceandhindertheircognitivedevelopment,socialimpactoftheirinterpersonalrelations,lossoftimesensitivity,andevenleadthemintodangerousbehaviorandviolenttendencies(Young,1999;

Chiu,Lee&

Huang,2004;

Lo,Wang&

Fang,2005,Rau,Peng,&

Yang,2006),indulginginsomeofthoseevenmoreseriousneedtoconductpsychotherapycanreturntonormallives(Griffiths,1998,Suler,1998).Inaddition,videogameaddictiontothephysiologicallevel,theplayeralsoproducedanegativeimpactonorder,themostcommonproblemisforthelongsleepofthegameandleadtoinsufficient(Yee,2002),Heavyormightevenindulgeinalongtimeduringthegame,suddendeathsituation(Miller,2002).Indulginginallkindsofnegativeeffectsarisinghasbecomeasocialconcern,ithascreatedanumberofgovernmentdepartmentsandresearchersattention.Therefore,thisstudy'

sresearchtopicwillbetounderstandusersonlinegameplayexperienceinthegamehowitaffectstheiraddictedbehavior.Exploretheplayersthroughtheexperiencewiththerelationshipbetweenbehaviors;

identifyimpactplayersaddictedtoonlinegamesofmechanisms,andtomakeplayersindulginginbehaviorcontroldesignandproposal.

Thepurposeofthisstudyproposesauser-centeredgamedesignresearchframeworktoexplorethecharacteristicsofonlinegamedesign,gameplayerexperienceandmultiplayergamingexperienceontheimpactofuserbehaviors.Inaddition,thestudyalsocausedmoreaddictionandfurtherexploresthesefactorsthroughamechanismthatmightbeaddictedtoonlinegamestoplayersamongthefinalandindulgeinthegameforthepracticalapplicationofcontrol,theproposedreferencedesignfortheprinciplesandrecommendations.

2.GameDesignApproach

2.1

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