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Wanting the Unwanted - What Games Can Teach Us about the Future of Software Development

机译:想要不想要的 - 什么游戏可以教我们关于软件开发的未来

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Do you know anyone who likes to engage in uncomfortable topics like tax return, household chores, diseases or death? Nevertheless, this is necessary in various life situations. The presentation of suitable motivational factors can offer an answer to the problem. In terms of Gamification, corresponding approaches have already been finding their way into the development of business and educational software. But we can still learn from the games industry that motivational problems can be overcome easier by taking into account game design mechanisms in early conceptions of interactive applications. As an example this paper considers the platformer Limbo [1], dealing with death crucially. The game which has been published in 2010 has experienced global success until today by providing its recipients a framework to reflect upon this topic, frustration and motivation factors being balanced skillfully. This paper examines how gaming systems can facilitate engagement in otherwise uncomfortable topics, analyzing one game within the entertainment business and describing two implementations of gaming systems in medical and educational fields.
机译:您是否知道任何喜欢从事纳税申报,家务,疾病或死亡等不舒服的主题的人?尽管如此,这是在各种生活中所必需的。合适的励志因素的介绍可以为问题提供答案。在赌博方面,相应的方法已经发现了进入商业和教育软件的发展。但我们仍然可以从奥运会行业中学到,通过在互动应用早期概念中考虑游戏设计机制,可以克服动机问题。作为一个例子,本文认为平台Limbo [1],至关重要地处理死亡。在2010年发表的游戏,直到今天,通过为其获得者提供一个框架来反思这一主题,令人沮丧和动机因素巧妙地平衡的框架。本文介绍了游戏系统如何促进其他不舒服的主题,分析娱乐业务中的一个游戏,并描述医疗和教育领域的游戏系统的两种实现。

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