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Perceived Agency as Meaningful Expression of Playable Character Personality Traits in Storygames

机译:被认为是故事中可玩的角色性格特征的有意义表达

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Academic discussion about agency has shifted towards agency as something the player perceives, rather than necessarily involving visible and lasting effects within a storygame. Existing work suggests players experience perceived agency even when no consequences result from their choices, due to various features and techniques used in storygames. This paper aims to understand the experience players have when engaging with choices and playable characters when playing storygames that produce a sense of perceived agency. We conducted retrospective protocol analysis and interviews with 15 players who played one of three games, The Wolf Among Us, Oxenfree and Kentucky Route Zero. Our findings suggest that perceived agency arises both from the player's ability and willingness to engage in meaningful expression of the playable character's personality within constraints, resulting in the creation of a unique playable character, and from the system's recognition of this expression of the playable character's personality through appropriate feedback.
机译:有关机构的学术讨论已经转向机构看成是玩家察觉,而不是必然涉及可见光和持久的一个storygame内的影响。现有的研究表明玩家体验感知的机构,即使没有结果,从他们的选择结果,由于各种特征和storygames使用的技术。本文旨在了解体验的选择和播放产生感知代理感storygames当游戏人物进行互动时球员们。我们进行了回顾性协议分析和与谁发挥的三场比赛之一,狼在我们身边,Oxenfree和肯塔基路线零15名球员的采访。我们的研究结果表明,认为机构出现无论是从球员的能力和意愿参与约束内可玩人物的性格的有意义的表达,从而在创造一个独特的可玩角色,并从系统的识别可玩人物的性格的这种表达通过适当的反馈。

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