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From Agasa Cristie to Group Image Play - Analysis of Horror Survival Game Panic Room : Escaping from the Den on Emotional Elements Development

机译:从Agasa Cristie到集体形象的表演-恐怖生存游戏恐慌室的分析:逃离巢穴情感因素的发展。

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A maniac computer game genre called ‘Survival Horror Games’ is aimed for making gamers feel cathartic feeling when they escaped from the designed horror successfully. The degree of gaming quality, however, is not easy to measure. In this paper, we apply Caillois’ game playing categories and other standards to measure how a game induces the feeling of fear and other emotional experience to players. Once dominated horror survival game series called Panic Room: Escaping from the Den was chosen to analyze and evaluate with those standards as well as its narratives and subsystems. Especially the 2 nd version was most welcomed to users among 4 versions thus we focused on the difference between the version 1 and the version 2 in terms of game playing and fear elements in the game content and story structure. In result, version 2 showed much more Agon and Mimicry and all other fear elements than version 1. The group image playing structure and conference/collection subsystem that were newly provided to version 2 were attributed to its success.
机译:一种名为“生存恐怖游戏”的疯狂电脑游戏类型,旨在使游戏玩家成功逃脱设计的恐怖时,感到放任自流。但是,游戏质量的程度不容易衡量。在本文中,我们运用Caillois的游戏类别和其他标准来衡量游戏如何为玩家带来恐惧感和其他情感体验。曾经一度称霸的恐怖生存游戏系列叫做Panic Room:Escaping from the Den,被选择用这些标准及其叙述和子系统进行分析和评估。特别是第二版本在4个版本中受到用户的欢迎,因此我们着眼于版本1和版本2在游戏玩法以及游戏内容和故事结构中的恐惧元素方面的差异。结果,第2版比第1版显示出更多的《 Agon and Mimicry》和所有其他恐惧元素。新提供给第2版的小组图像播放结构和会议/收集子系统归功于其成功。

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