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Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience.

机译:基于反馈的游戏指标和游戏性能细分:一种评估玩家体验的视听方法。

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摘要

Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems. Yet, little has been done, to date, to quantify players’ responses to feedback employed by games that conveys information to players, i.e., their audio-visual streams. The present thesis introduces a novel approach to player experience assessment - termed feedback-based gameplay metrics - which seeks to gather gameplay metrics from the audio-visual feedback streams presented to the player during play. So far, gameplay metrics - quantitative data about a game state and the player's interaction with the game system - are directly logged via the game's source code. The need to utilise source code restricts the range of games that researchers can analyse. By using computer science algorithms for audio-visual processing, yet to be employed for processing gameplay footage, the present thesis seeks to extract similar metrics through the audio-visual streams, thus circumventing the need for access to, whilst also proposing a method that focuses on describing the way gameplay information is broadcast to the player during play.In order to operationalise feedback-based gameplay metrics, the present thesis introduces the concept of gameplay performance segmentation which describes how coherent segments of play can be identified and extracted from lengthy game play sessions. Moreover, in order to both contextualise the method for processing metrics and provide a conceptual framework for analysing the results of a feedback-based gameplay metric segmentation, a multi-layered architecture based on five gameplay concepts (system, game world instance, spatial-temporal, degree of freedom and interaction) is also introduced.Finally, based on data gathered from game play sessions with participants, the present thesis discusses the validity of feedback-based gameplay metrics, gameplay performance segmentation and the multi-layered architecture. A software system has also been specifically developed to produce gameplay summaries based on feedback-based gameplay metrics, and examples of summaries (based on several games) are presented and analysed. The present thesis also demonstrates that feedback-based gameplay metrics can be conjointly analysed with other forms of data (such as biometry) in order to build a more complete picture of game play experience. Feedback based game-play metrics constitutes a post-processing approach that allows the researcher or analyst to explore the data however they wish and as many times as they wish. The method is also able to process any audio-visual file, and can therefore process material from a range of audio-visual sources.This novel methodology brings together game studies and computer sciences by extending the range of games that can now be researched but also to provide a viable solution accounting for the exact way players experience games.
机译:游戏玩法指标是一种方法和方法,由于能够评估玩家对游戏系统的参与度,因此在游戏研究界越来越流行。但是,迄今为止,量化玩家对游戏传达的信息(即,其视听流)反馈的反应还很少。本论文介绍了一种新的玩家体验评估方法,称为基于反馈的游戏玩法指标,该方法旨在从游戏过程中呈现给玩家的视听反馈流中收集游戏玩法指标。到目前为止,游戏玩法指标-有关游戏状态以及玩家与游戏系统互动的定量数据-是直接通过游戏的源代码记录的。利用源代码的需求限制了研究人员可以分析的游戏范围。通过使用尚未用于处理游戏画面的计算机科学算法进行视听处理,本论文试图通过视听流提取相似的指标,从而规避了访问的需求,同时还提出了一种聚焦方法为了实现基于反馈的游戏玩法指标的操作,本论文引入了游戏玩法性能分割的概念,该概念描述了如何从冗长的游戏玩法中识别和提取游戏的连贯片段。会议。此外,为了使处理度量的方法上下文化并提供用于分析基于反馈的游戏度量分割的结果的概念框架,基于五个游戏概念(系统,游戏世界实例,时空的时间)的多层体系结构最后,基于与参与者的游戏过程中收集的数据,本论文讨论了基于反馈的游戏玩法指标,游戏玩法性能细分和多层体系结构的有效性。还已经专门开发了一种软件系统,用于基于基于反馈的游戏玩法度量标准来产生游戏玩法摘要,并给出和分析摘要示例(基于多个游戏)。本论文还证明,可以将基于反馈的游戏玩法指标与其他形式的数据(例如生物统计学)结合起来分析,以建立更完整的游戏玩法画面。基于反馈的游戏玩法指标构成了一种后处理方法,研究人员或分析人员可以根据自己的意愿和所需的次数来探索数据。该方法还能够处理任何视听文件,因此可以处理来自各种视听资源的资料。这种新颖的方法通过扩展现在可以研究的游戏范围,将游戏研究和计算机科学结合在一起。提供可行的解决方案,说明玩家体验游戏的确切方式。

著录项

  • 作者

    Marczak Raphaël;

  • 作者单位
  • 年度 2014
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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