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EXPLORATIONS IN PLAYER MOTIVATIONS : GAME MODS

机译:球员动机的探索:游戏Mods

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This article aims to analyze player motivations derived from the needs framework of Murray (1938) in relation to user modifications (mods) to an existing commercial computer game. Although the restrictions imposed by the game mechanics significantly reduce the number of player needs satisfied by a game and trap the player within the common motivational cycle of Achievement, Aggression, Harmavoidance and Acquisition (Bostan and Kaplancali, 2009), this study shows that the game mods created by users attempt to compensate for this by satisfying the needs of Sentience, Exhibition, Recognition, Sex, Play and Affiliation. While attempting to find the current trends in user created content for role-playing games (RPGs), this article also discusses the implications of game modding in identifying the missing features of an entertainment experience and of investigating the player motivations. This discussion is framed in terms of the user-environment relations of a recently released popular computer role-playing game (RPG). The gaming experience provided by this genre is analogous to real life and thus has the potential to satisfy a broader range of player needs. The hypothesized mod-need relations are also reviewed with a case study.
机译:本文旨在分析从相对于用户的修改(MODS)到现有的商用电脑游戏穆雷(1938年)的需求框架下衍生出来的球员的动机。虽然限制由游戏机制规定显著减少通过游戏和陷阱成就,侵略,Harmavoidance与收购(博斯坦和Kaplancali,2009)的共同激励周期内的玩家满足玩家的需求数量,这项研究表明,游戏由用户创建的mods试图通过满足知觉,展览,识别,性别,播放和归属的需求,以弥补这一点。虽然试图找到用户创建的内容为角色扮演游戏(RPG游戏),目前的趋势,本文还讨论了在识别的娱乐体验缺少的功能和调查玩家动机的游戏改装的影响。此讨论是在最近发布的流行计算机角色播放游戏(RPG)的用户环境关系方面的帧。通过这一流派所提供的游戏体验是类似于现实生活,因此必须满足玩家的需求更广泛的潜力。假设的MOD-需要的关系也与案例研究审查。

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