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Narrative Control and Player Experience in Role Playing Games: Decision Points and Branching Narrative Feedback

机译:叙事控制和角色扮演游戏的运动员经验:决策点和分支叙事反馈

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This paper reports an experimental study that investigated two research problems: first, how does narrative structure mediate the phenomenological experience(s) of role-playing games (RPGs)? Does branching narrative feedback heighten the experience of role-playing in terms of Flow and character identification? And second, what are the effects of salient decision points (narrative controls) on the player perception of narrative structure and complexity as well as control over the player-character? Does higher perceived complexity lead to heightened effectence and Flow? To what extent are these effects context-dependent in terms of narrative feedback mechanisms and overall structure? Two hypotheses were developed based on prior research: 1. Branching narrative in an RPG leads to improved game play experiences compared to linear narrative and 2. Presence of salient decision points in a RPG leads to improved experiences of game play. A 2x2 factorial experiment was conducted to test these hypotheses.
机译:本文报告了一个实验研究,调查了两项研究问题:第一,叙事结构如何调解角色扮演游戏的现象学经验(RPGS)?分支叙事反馈是否提高了在流动和字符识别方面的角色扮演的体验?第二,突出决策点(叙事控制)对球员对叙事结构和复杂性的看法以及对玩家角色的控制有何影响?更高的感知复杂性是否导致有效性和流量提高?这些效果在多大程度上依赖于叙述反馈机制和整体结构?基于先前的研究开发了两个假设:1。与线性叙事相比,RPG的分支叙述导致了改进的游戏经验,而RPG中的突出决策点的存在导致游戏的经验改善。进行了2x2阶乘实验以测试这些假设。

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