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Size Variation and Flow Experience of Physical Game Support Objects

机译:物理游戏支持对象的大小变化和流程体验

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This paper is about designing and evaluating an innovative type of computer game. Game support objects are used to enrich the gaming experience. The added objects are active but are simpler than real robots. In the study reported here they are four helper ghosts connected to a traditional Pacman game. In earlier projects we already found that children consider such type of additions attractive. We also found that the computer screen tends to draw the user's attention away from the support objects; therefore, the new set-up described here was designed to facilitate simultaneous screen and object-based interactions. The object interaction is essential for playing the game and not just an add-on. In order to develop a better understanding of this type of interaction and thus create future games more systematically, we did a formal user test in which we systematically varied one parameter. Three different versions of the system have been built and tested; they differ in the size of the ghosts (42cm, 15cm, 6cm high). We report on the playability of the new game, the embodiment of the interaction, the degree of flow that could be achieved and the effect of the size of the game support objects on both flow and scores. The lessons learned include a number of insights regarding the design of physical game extensions. The most important finding is that the size of the objects is relevant with respect to fun. No significant effects of size on flow were found. Visibility and distances are critical, however. Observations and interviews indicate that certain ergonomic aspects of the interaction, which are a consequence of the size parameter variation, are really decisive, not the perception of size as such.
机译:本文是关于设计和评估一种创新类型的计算机游戏的。游戏支持对象用于丰富游戏体验。添加的对象是活动的,但比真实的机器人更简单。在这里报道的研究中,它们是与传统的吃豆子游戏有关的四个助手鬼魂。在较早的项目中,我们已经发现孩子认为此类添加物很有吸引力。我们还发现,计算机屏幕倾向于将用户的注意力从支撑对象上移开。因此,此处描述的新设置旨在方便同时进行屏幕和基于对象的交互。对象交互对于玩游戏至关重要,而不仅仅是附加组件。为了更好地理解这种类型的互动,从而更系统地创建未来的游戏,我们进行了正式的用户测试,其中我们系统地更改了一个参数。已经构建并测试了三种不同版本的系统;它们的大小不同(42厘米,15厘米,6厘米高)。我们报告了新游戏的可玩性,交互的体现,可以实现的流程程度以及游戏支持对象的大小对流程和分数的影响。汲取的教训包括有关物理游戏扩展设计的许多见解。最重要的发现是对象的大小与乐趣有关。没有发现大小对流量的显着影响。但是可见性和距离至关重要。观察和访谈表明,交互作用的某些人体工程学方面是决定性因素,而不是大小感知,这是大小参数变化的结果。

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