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Creating a Circular Tower Defense Game: Development and Game Experience Measurement of Orbital Defense X

机译:创建一个圆形塔防空游戏:轨道防御x的开发和游戏体验测量

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In this paper, we propose a new style of tower defense game by using the circular placement of the tower. In this game, dubbed Orbital Defense X, the player must protect the earth with a circle of defensive tower circled around it. The game is developed using game development lifecycle from initiation phase through alpha version. To test the quality of the developed game, we measure the game experience using game experience questionnaire. The questionnaire is divided into three: core, social presence, and post-game questionnaire. The results show that male participant gains a significantly higher score than female participants. Overall, the game experience is received better by the male participant in the core and social presence components, with an average score of 2,27 vs 1,92 and 2,15 vs 1,86. However, in post-game experience, the female participant scores higher with 2,15 vs 1,95. The participant that previously played another tower defense game gave score more in the core, social presence, and post-game experience than the participant that haven’t played it before. Their score is 1,93 vs 2,37 in core, 1,67 vs 2,39 in social presence, and 2,07 vs 1,91 in post-game experience. The result also suggests for more attention in the challenge regarding the enemies (variety and difficulty) rather than more complex?tower?management system. The social ranking also suggested by the participant to improve the overall experience of this game.
机译:在本文中,我们通过使用塔的圆形安置,提出了一种新的塔防游戏风格。在这个游戏中,被称为轨道防御x,玩家必须用周围环绕的防守塔圈保护地球。游戏是通过Alpha版本的来自发起阶段的游戏开发生命周期开发的。要测试发达的游戏的质量,我们使用游戏体验调查问卷测量游戏体验。调查问卷分为三个:核心,社会存在和赛后问卷。结果表明,男性参与者比女性参与者得分明显更高。总体而言,由核心和社会存在组件的男性参与者更好地接收游戏经验,平均得分为2,27 Vs 1,92和2,15 Vs 1,86。然而,在游戏后的经验中,女性参与者分数更高,2,15 vs 1,95。此前发挥了另一个塔防守游戏的参与者在核心,社交业务和游戏后的经验中得分更多,而不是在以前没有播放的参与者。他们的得分是1,93 vs 2,37的核心,社会业务中的1,67 vs 2,39,后游戏后经验中的2,07 vs 1,91。结果也建议更多地关注关于敌人(品种和困难)而不是更复杂的?塔?管理系统。社会排名还建议参与者提高这场比赛的整体经验。

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