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A interação jogador e videojogo na construção da experiência de jogo

机译:玩家与视频游戏互动中的游戏体验建构

摘要

Among the many discussions and studies related to video games, one of themost recurrent, widely debated and important relates to the experience ofplaying video games. The gameplay experience – as appropriated in this study– is the result of the interplay between two essential elements: a video gameand a player. Existing studies have explored the resulting experience of videogame playing from the perspective of the video game or the player, but noneappear to equally balance both of these elements.The study presented here contributes to the ongoing debate with a gameplayexperience model. The proposed model, which looks to equally balance thevideo game and the player elements, considers the gameplay experience to beboth an interactive experience (related to the process of playing the videogame) and an emotional experience (related to the outcome of playing thevideo game). The mutual influence of these two experiences during video gameplay ultimately defines the gameplay experience. To this gameplay experiencecontributes several dimensions, related to both the video game and player: thevideo game includes a mechanics, interface and narrative dimension; theplayer includes a motivations, expectations and background dimension. Also,the gameplay experience is initially defined by a gameplay situation,conditioned by an ambient in which gameplay takes place and a platform onwhich the video game is played.In order to initially validate the proposed model and attempt to show arelationship among the multiple model dimensions, a multi-case study wascarried out using two different video games and player samples. In one study,results show significant correlations between multiple model dimensions, andevidence that video game related changes influence player motivations as wellas player visual behavior. In specific player related analysis, results show thatwhile players may be different in terms of background and expectationsregarding the game, their motivation to play are not necessarily different, evenif their performance in the game is weak.While further validation is necessary, this model not only contributes to thegameplay experience debate, but also demonstrates in a given context howplayer and video game dimensions evolve during video game play.
机译:在与视频游戏相关的许多讨论和研究中,最经常出现,争议最广泛且最重要的问题之一是与玩视频游戏的体验有关。如本研究中所述,游戏体验是两个基本要素(视频游戏和玩家)之间相互作用的结果。现有的研究已经从视频游戏或玩家的角度探索了视频游戏的最终体验,但似乎没有平等地平衡这两个因素。这里提出的研究有助于通过游戏体验模型来进行持续的辩论。提出的模型旨在平等地平衡视频游戏和玩家元素,认为游戏体验既是交互体验(与玩视频游戏的过程有关)又是情感体验(与玩电子游戏的结果有关)。这两种体验在视频游戏过程中的相互影响最终定义了游戏体验。为此,游戏体验贡献了与视频游戏和玩家相关的多个维度:视频游戏包括机制,界面和叙述维度;玩家包括动机,期望和背景维度。同样,游戏体验最初由游戏情况定义,游戏条件取决于发生游戏的环境和玩视频游戏的平台。为了最初验证所提出的模型并尝试显示多个模型维度之间的关系,使用两个不同的视频游戏和玩家样本进行了多案例研究。在一项研究中,结果显示了多个模型维度之间的显着相关性,以及视频游戏相关变化影响玩家动机以及玩家视觉行为的证据。在特定的与玩家相关的分析中,结果表明,尽管玩家在游戏背景和期望方面可能有所不同,但即使他们的游戏表现较弱,他们的游戏动机也不一定会有所不同。虽然有必要进行进一步的验证,但该模型不仅有助于对游戏体验进行辩论,但也可以在给定的背景下演示视频游戏过程中玩家和视频游戏尺寸的演变。

著录项

  • 作者

    Almeida Samuel de Jesus;

  • 作者单位
  • 年度 2013
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类

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