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On Psycho-physiological Player-centric Game Experiences

机译:以心理生理玩家为中心的游戏体验

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摘要

Computer games continue to receive increasing attention in industry and academia as a new kind of media, a new research focal point, a new art-form and an influential cultural force. However, compared to the significant economic and cultural impact and maturity of the game industry, the academic entertainment and serious game research field is in its infancy. This is particularly noteworthy when compared with the history of classic game theory studies. Currently, the game industry appears to rely heavily upon heuristics, craft and experience to inform design and production decisions, with little guidance from formal theory. However, the current renaissance in new multi-disciplinary game-based fields, including: game-based learning, positive impact games, social reality games, serious games and gamification, increases the necessity for a theory of player experience in interactive entertainment-oriented game play. Such a theory is far from trivial, as we first need to understand the fundamental challenges that occur at the interface between players and games during game play. This thesis will focus on understanding these challenges, using psycho-physiological data as a means to interface human players with games.Thus, the focal research question in this thesis is `What are the main challenges faced when using psycho- physiological data as a mediator for player-experience in a computer game?'Both playing and non-playing analysis have been performed in this thesis to answer this question. Three experiments were conducted, in the context of the game `Snake', the board game `Go' and interactive problem solving to distil the challenges. Games, human game experience, and the interaction between human players and games as game play have been analysed and defined. Game information, human information, game performance and psycho-physiological data, including electroencephalographic data during game play were collected to facilitate the analysis. The fundamental results reinforce the literature that psycho-physiological signals during game play do encode the game experience of human players, and electroencephalographic signals could also be used as an input channel for games during game play.The main challenges recognised in using psycho-physiological data to facilitate player experience lie in the multiple factors that need to be considered when analysing the human game experience and game play interaction. From the perspective of human game experience, an ensemble of indicators is needed to make an accurate judgement of the human game experience. This appears an inherent requirement because of the multi-faceted view of what an experience of game play is. Any game experience model must, of necessity, be game and context-dependent due to the complexity and variation of each game. From the perspective of game play interaction, electroencephalographic signals can act as a bridge between human players and games to facilitate game design. However, to design optimal game experiences for human players, the bridge needs more factors to be considered, including the game context and the individual human experience model.In summary, the studies presented in this thesis concern the use of psycho-physiological data to mediate player experience. They show the potential of these signals in adaptive game design to optimise a player's game experience, while also clearly demonstrating a number of core challenges that need to be overcome before an overarching theory for player-experience can be fully established.
机译:电脑游戏作为一种新型媒体,新的研究焦点,新的艺术形式和有影响力的文化力量,在工业界和学术界继续受到越来越多的关注。但是,与游戏产业的重大经济和文化影响和成熟相比,学术娱乐和严肃的游戏研究领域还处于起步阶段。与经典博弈论研究的历史相比,这尤其值得注意。当前,游戏行业似乎在很大程度上依靠试探法,技术和经验来指导设计和生产决策,而很少受到形式理论的指导。但是,当前在基于多学科游戏的新领域(包括基于游戏的学习,正面影响游戏,社交现实游戏,严肃游戏和游戏化)的复兴,增加了在面向交互式娱乐的游戏中玩家体验理论的必要性。玩。这种理论绝非易事,因为我们首先需要了解游戏过程中玩家与游戏之间的接口所发生的基本挑战。本论文将集中于利用心理生理数据作为人类玩家与游戏互动的一种手段来理解这些挑战。因此,本论文的重点研究问题是“使用心理生理数据作为中介时面临的主要挑战是什么?对于计算机游戏中的玩家体验?本文通过对游戏性和非游戏性两种分析来回答这个问题。在“蛇”游戏,棋盘游戏“围棋”和交互式问题解决方案中进行了三个实验,以应对挑战。游戏,人类游戏体验以及人类玩家与游戏之间的互动(作为游戏玩法)已得到分析和定义。收集了游戏信息,人类信息,游戏性能和心理生理数据,包括游戏过程中的脑电图数据,以方便分析。基本结果强化了文献,即游戏过程中的心理生理信号确实可以编码人类玩家的游戏体验,并且脑电信号也可以用作游戏过程中游戏的输入通道。使用心理生理数据认识到的主要挑战在分析人类游戏体验和游戏互动时,需要考虑多种因素来促进玩家体验。从人类游戏体验的角度来看,需要一组指标来对人类游戏体验做出准确的判断。由于游戏体验是多方面的,所以这似乎是一个固有的要求。由于每个游戏的复杂性和变化性,任何游戏体​​验模型都必须与游戏和上下文相关。从游戏互动的角度来看,脑电信号可以充当人类玩家和游戏之间的桥梁,以促进游戏设计。然而,要为人类玩家设计最佳游戏体验,这座桥需要考虑更多因素,包括游戏环境和个人人类体验模型。总之,本论文提出的研究涉及利用心理生理数据进行调解。玩家体验。它们展示了这些信号在自适应游戏设计中优化玩家游戏体验的潜力,同时也清楚地展示了在全面确立玩家体验总体理论之前需要克服的许多核心挑战。

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