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The effects of input modality and story-based knowledge on users' game experience

机译:输入方式和基于故事的知识对用户游戏体验的影响

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This study examines how input modality (finger touch vs. stylus) and story-based knowledge (eWOM only vs. eWOM + visual game-metaphor-based knowledge) affect assessments of the dynamics of gameplay experience over time: ergonomic and hedonic quality, judgment of appeal, and perceived enjoyment. In the immediate evaluation, we asked two groups with different story knowledge to complete close-ended questionnaires after playing a paid mobile game with different input modalities. After a four-week delay, eighty participants returned and completed the same close-ended and new open-ended questionnaires to measure their impressions of the game and their remembered experiences across the input methods for game interaction. The results show significant main and interaction effects only for the input modality and time in the evaluation of the complete gaming experience, but the results of the univariate analysis show significant differences across story-knowledge groups in the assessment of hedonic quality. Although it was difficult to draw a clear conclusion about which input modality was better, the stylus has good potential as an alternative game controller. (C) 2016 Elsevier Ltd. All rights reserved.
机译:这项研究研究了输入方式(手指触摸与手写笔)和基于故事的知识(仅eWOM与eWOM +基于视觉游戏隐喻的知识)如何影响游戏体验随时间变化的评估:人体工程学和享乐质量,判断力吸引力和愉悦感。在即时评估中,我们要求具有不同故事知识的两个小组在玩具有不同输入方式的付费手机游戏后填写封闭式问卷。在延迟了四个星期之后,八十名参与者返回并完成了相同的封闭式和新式开放式问卷,以衡量他们对游戏的印象以及在游戏交互输入方法中所记忆的经历。结果显示,仅在完整游戏体验的评估中,输入和输入时间和模式具有重要的交互作用。但是,单变量分析的结果显示,在享乐质量评估中,不同故事知识组之间存在显着差异。尽管很难就哪种输入方式更好地得出明确的结论,但手写笔具有作为替代游戏控制器的良好潜力。 (C)2016 Elsevier Ltd.保留所有权利。

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