电脑游戏设计对使用者游戏体验和行为的影响Word下载.docx
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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