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'What is my Call of Duty?': Exploring the importance of player experience in a first- person shooter video game

机译:“我的使命召唤是什么?”:探索第一人称射击游戏中玩家体验的重要性

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摘要

The purpose of this study was to examine the relationship between previous gameplay experience and game responses and perceptions, such as guilt and stress, as well as in-game behaviour. Based on a dual-processing approach, we expected more experienced players to process games usinga more effortful, system 2 type processing; whereas, less experienced players would process the game using the more automatic system 1 type processing. Further, we expected these differences in processing to be related to differences in guilt, stress and in-game outcomes. Consistent with thesepredictions we found that more experienced game players perceived game characters as less anthropomorphic and experienced less stress from shooting at in-game characters. In addition, perceiving game characters as more anthropomorphic was related to increased feelings of guilt after gameplayas well as an increase in stress resulting from shooting at in-game characters. Stress was negatively related to lower overall bullet counts and increased feelings of guilt. Results are discussed in terms of a dual-processing approach to video gameplay.
机译:这项研究的目的是检验以前的游戏体验与游戏反应和看法之间的关系,例如罪恶感和压力以及游戏中的行为。基于双重处理方法,我们期望更多有经验的玩家使用更轻松的系统2类型处理来处理游戏;相反,经验不足的玩家会使用更加自动化的系统1类型处理来处理游戏。此外,我们希望这些处理上的差异与内感,压力和游戏结果上的差异有关。与这些预测一致,我们发现,更有经验的游戏玩家将游戏角色视为拟人化程度较低,并且从游戏中角色射击时承受的压力较小。另外,将游戏角色更拟人化的感觉与游戏后的内感增加以及因射击游戏中角色而导致的压力增加有关。压力与子弹总数减少和内of感增加负相关。以视频游戏的双重处理方式讨论了结果。

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