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Game Design Methodology Considering User Experience in Comprehensive Contexts (Trial on Inducing Player to Terminate Game Contentedly by Motivation Control)

机译:考虑到用户体验的游戏设计方法在综合背景下(试验诱导玩家通过动机控制满足地终止游戏)

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In conventional game designs, only "positive" user experience (UX) such as how to make the game fun and attractive has been drawing attention. The play of a game, however, belongs to not only a context of a game but also comprehensive contexts including life and society. Problems such as being got a game machine away by parents because of too much game play and causing troubles and accidents by playing a game while walking or driving might be considered as "negative" UX in such comprehensive contexts. The objective of this research is to propose a game design methodology of preventing negative UX of the game in comprehensive contexts without reducing positive UX of the game. This paper reports a trial on controlling the user's motivation by changing the game parameters of "Breakout" such as ball speed and paddle size and inducing the user to terminate the game contentedly.
机译:在传统的游戏设计中,只有“积极的”用户体验(UX),如如何使游戏乐趣和有吸引力一直在介绍关注。然而,游戏的戏剧不仅属于游戏的背景,而且属于包括生命和社会的全面背景。由于游戏或驾驶在步行或驾驶时,在游戏或驾驶时造成麻烦和事故的父母,父母的问题被父母获得了父母的问题可能被视为“消极”UX在这种综合背景下。本研究的目的是提出一种在综合背景下防止游戏的负UX的游戏设计方法,而不会减少游戏的正UX。本文报告了一种试验,通过改变诸如球速度和桨叶尺寸的“突破”的游戏参数并诱导用户终结游戏来控制用户的动机。

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