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The effects of story elements in violent video games.

机译:暴力视频游戏中故事元素的影响。

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Research on video games is widely scattered through numerous fields, ranging from Psychology, Computer Science and Telecommunications, to Health Education. People having little or no familiarity with games did most of this research. Generally, the focus of these early researchers was on the possible harmful effects of video games on youth.; Video games have matured considerably since their origin as an offshoot of the pinball industry. This study investigated a current issue in the gaming industry, the further integration of story in video games. Participants in this study played a set of similar video games, some based in story, others based in action and report on their experiences. The results should give needed insight into the motivation of players. In addition to verbal descriptions of their responses, participants' skin conductance and heart rate were measured as physiological indicators on physiological arousal and attention, and after game play subjects filled out surveys to assess their self reported responses.; The primary reason for looking at story in games is its importance to game design. Studying player reactions to both story and non-story based games could help determine if the inclusion of story elements is something that players enjoy. Throughout their history, video games have rarely included stories. Many popular tides, even today, have no story elements whatsoever, so this research should help designers determine if including a story improves games, or if efforts to improve games should go into other areas of game design.; A second reason is a commercial one. Last Christmas' best selling title, The Legend of Zelda, as well the video game juggernaut Pokemon , are both founded on strong story. It is not known if the inclusion of story has an impact making a person want to play or purchase a game. Measuring player reaction to both story and non-story based titles may assist in determining what role story has in a game's commercial success.; The third reason is application to software design outside of gaming. Work applications like word processors are beginning to resemble video games, some even having assistive, animated characters, the most notable probably being the “infamous” Microsoft Word “paper clip.” Investigating elements that some players feel add positively to the game play experience may help designers of applications learn how to create more effective characters and agents that will make learning and using software easier and more engaging.
机译:视频游戏的研究广泛分散在许多领域,从心理学,计算机科学和电信到健康教育。很少或完全不熟悉游戏的人做了大部分这项研究。通常,这些早期研究人员的重点是电子游戏对青少年的可能有害影响。自从作为弹球业的分支衍生而来以来,视频游戏已经相当成熟。这项研究调查了游戏行业中的当前问题,即故事在视频游戏中的进一步集成。这项研究的参与者玩了一系列类似的视频游戏,其中一些故事是基于故事的,其他故事是基于行为的,并报告了他们的经历。结果应提供对玩家动机的必要见解。除了口头描述他们的反应之外,还测量参与者的皮肤电导率和心率,作为生理唤醒和注意力的生理指标,并且在玩游戏后,受试者还要进行调查以评估他们自己报告的反应。在游戏中看故事的主要原因是它对游戏设计的重要性。研究玩家对基于故事和基于非故事的游戏的反应可以帮助确定是否包含故事元素是玩家喜欢的东西。在他们的整个历史中,视频游戏很少包含故事。即使在今天,许多受欢迎的浪潮也没有任何故事元素,因此,这项研究应有助于设计师确定包含故事的内容是否可以改善游戏,或者改善游戏的努力是否应纳入游戏设计的其他领域。第二个原因是商业原因。去年圣诞节最畅销的游戏名称《塞尔达传说》 ,以及电子游戏游戏 Pokemon 都建立在有力的故事基础上。目前尚不清楚故事的包含是否会影响人们想玩或购买游戏。测量玩家对基于故事和非故事标题的反应,可能有助于确定故事在游戏的商业成功中所扮演的角色。第三个原因是游戏之外的软件设计应用。诸如文字处理器之类的工作应用程序开始类似于视频游戏,有些甚至具有辅助的动画角色,其中最著名的可能是“臭名昭著”的Microsoft Word“回形针”。调查某些玩家认为可以为游戏体验带来积极影响的元素,可以帮助应用程序设计者学习如何创建更有效的角色和代理,从而使学习和使用软件更加容易且更具吸引力。

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