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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

1、 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AbstractThis dissertation proposed a user-centered framework for computer game design,and based on the framework, we explore the effects of computer game design on players experience and behaviors. Specifically,the study attempts to understand how us

2、ers gaming experience cause addictive behaviors. We first developed a complete model that includes eleven factors to represent users experience in MMORPGs. After that, we design a questionnaire to measure users experience and level of addiction. User demography information, including gender and game

3、 playing habits, was also collected. Four hundred and eighteen college students aged 18 to 25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven u

4、ser experience factors as the independent variables. Results reveal five critical factors that can be used to predict MMORPG addiction. This study also discusses possible casual mechanisms for increasing college students level of addiction.Key words: computer games, user experience design, addiction

5、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为的影响。具体而言,研究主题尝试解玩家的游戏经验如何导致玩家沉迷为的发生。本研究通过线上问卷的方式收集玩家的游戏经验与其沉迷的程,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显著的预测玩家的沉迷为。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与教育的角提出防治沉迷为的建议。关键词:电脑游戏;游戏设计;沉迷 Contents摘 要.iAbstract.

6、iiAcknowledgements.iii1. Introduction.12. Game Design Approaches.42.1 Game Design with System-Centered Approach.42.2 Game Design with User-Centered Approach.62.2.1 Players Gaming Experience.62.2.2 The Positive Experience of Players in the Game.73. The Effects of Massively Multiplayer Online Game Pla

7、yers Experience on the Addicted Behaviors.103.1 The Users Experience Model of MMORPG.103.1.1 The Factor of Personal Interaction Experience.113.1.2 Social Needs.133.1.3 Role-Playing.15 3.2 Methods.15 3.2.1 Respondents .16 3.2.2 The Measurement of Online Game Players Experience.16 3.2.3 The Measuremen

8、t of Addiction.16 3.2.4 Statistical Analysis.17 3.3 The Results of Analysis.17 3.4 Results Discussion.19 3.4.1 Addicted Behavior and Game Habits.19 3.4.2 MMORPG Addiction Mechanism.194. Conclusions and Recommendations.23 4.1 Conclusion.23 4.2 Recommendations.24Reference.261. IntroductionIn recent ye

9、ars, as people demand to improve the quality of life and lifestyle changes, leisure and entertainment in modern life has become very important for each part. Leisure industry in a variety of entertainment in so, on the computer game industrys most rapid growth (Schell, 2001) , in the United States,

10、their computer game industry sales volume of total amount from 1994s 3. 2 billion years a substantial degree of growth to 2007 of 9. 5 billion U. S. dollars (ESA, 2006) . In this intense competition and rapid development of industry background, to understand how to design a successful computer games

11、, is operating in an extremely important issue. R&D computer games by including the arts (music and art) , system design, program development and animation, etc. Group of professionals from different fields of cooperation to complete a game development (Kelly, 2004) . However, with the games industr

12、y, industry competition, ever-changing game speed is very fast, so let the game player has selected the initiative order. Most studies agree that a successful game is the computer game to cater to the preferences of players, and give them a pleasant gaming experience (Crawford, 1982; Thomas & Macred

13、ies, 2002; Pagulayan et al. , 2003; Sweetser & Wyeth, 2005) . Therefore, companies and game designers began to be aware, the game development process, the addition to examination of amount of surface structure and the efficiency of completion of the works, the more should the user-centered perspecti

14、ve think the future games design user-centered approach. Compared to the last game sets sale, a sale of a business model, online games, game software manufacturers free of charge to players to download, followed by continuous charge players monthly subscription fee or purchase cost of virtual items

15、conducted by way of profit. In this business model, many game designers do not want non-users through rich gaming experience, to affect the users game behavior. Therefore, the manufacturers have designed one by one so that users can have the strongest participation motivation of the game, through in

16、creased user participation and motivation, rich players gaming experience, the future extension of time for players to stay in the game, and finally to corporate profitability purposes. However, because this industry background, so that there is order online gaming in recent years, indulged in the s

17、o-called user addictive behavior problems, and more and more serious. Some scholars have also previously confirmed the above order inference, their research indicates that participation multiplayer online role-playing game for users to participate in general than single game such as the Sony PS3 and

18、 Microsoft Xbox users, consuming more time to indulge in the game itself (Ng & Wiemer-Hastings, 2005) . A user habits for online games study points out that about 44% of online game players that they have a tendency to indulge (Yee, 2002) . Obsession with online gaming phenomenon common among gamers

19、 for the moment the behavior occurs. The effects of addiction to the players, some of more further pointed out that users addicted to online games, their daily life will be a certain degree of negative impact, such as heart management level, the indulgence of those tasks and the motivation to interf

20、erence and hinder their cognitive development, social impact of their interpersonal relations, loss of time sensitivity, and even lead them into dangerous behavior and violent tendencies (Young, 1999; Chiu, Lee & Huang, 2004; Lo , Wang & Fang, 2005, Rau, Peng, & Yang, 2006) , indulging in some of th

21、ose even more serious need to conduct psychotherapy can return to normal lives (Griffiths, 1998, Suler, 1998) . In addition, video game addiction to the physiological level, the player also produced a negative impact on order, the most common problem is for the long sleep of the game and lead to ins

22、ufficient (Yee, 2002) , Heavy or might even indulge in a long time during the game, sudden death situation (Miller, 2002) . Indulging in all kinds of negative effects arising has become a social concern, it has created a number of government departments and researchers attention. Therefore, this stu

23、dys research topic will be to understand users online game play experience in the game how it affects their addicted behavior. Explore the players through the experience with the relationship between behaviors; identify impact players addicted to online games of mechanisms, and to make players indul

24、ging in behavior control design and proposal. The purpose of this study proposes a user-centered game design research framework to explore the characteristics of online game design, game player experience and multiplayer gaming experience on the impact of user behaviors. In addition, the study also

25、caused more addiction and further explores these factors through a mechanism that might be addicted to online games to players among the final and indulge in the game for the practical application of control, the proposed reference design for the principles and recommendations. 2.Game Design Approach2.1

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