首页> 外文会议>Technologies for Interactive Digital Storytelling and Entertainment; Lecture Notes in Computer Science; 4326 >Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game - CASE: Castle of Oulu 1651
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Experiencing Narrative Elements Through Social Communication in Computer Based Role-Playing Game - CASE: Castle of Oulu 1651

机译:在基于计算机的角色扮演游戏中通过社交交流体验叙事元素-案例:奥卢城堡1651

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A study on how role-play through narrative elements of social communication can be implemented in a computer-based environment. Contemporary computer role-playing games do not support playing roles in a social aspect. Play is conducted in a functional and task-oriented way due to the design of the gameplay. An experimental role-playing game, Castle of Oulu, 1651 was constructed to test aspects of social play and elements borrowed from more traditional forms of role-play. The aim is to determine some essential elements the players need to assume a role and play towards socially structured goals.
机译:关于如何在基于计算机的环境中实现通过社交交流的叙事元素进行角色扮演的研究。当代的计算机角色扮演游戏不支持社交方面的角色扮演。由于游戏玩法的设计,玩法是以功能和面向任务的方式进行的。实验性的角色扮演游戏《奥卢城堡》(Castle of Oulu,1651年)旨在测试社交游戏的各个方面以及从更传统的角色扮演形式中借来的元素。目的是确定玩家扮演角色并实现社会结构目标所需的一些基本要素。

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