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Evaluating the Perceived Immersion of Procedurally Generated Game Levels

机译:评估程序生成的游戏关卡的感知沉浸

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摘要

Interactive Computer Games have grown in complexity as the game industry has matured into a multi-billion dollar market. As games have grown in complexity, the content that is produced for games has grown in both complexity and production cost. This has motivated research into Procedural Content Generation. It is generally thought that developments in Procedural Content Generation has the potential to reduce costs of content production in game development. However, currently Procedural Content Generation is primarily concerned with the playability and usability of generated content. There is little research that investigates the player’s perception of generated content. The goal of this research is to evaluate the perceived immersion of a game developed utilizing Procedural Content Generation. A game called Vektor was designed and implemented for this study. Two variants of the game were produced. One of those variants featured levels designed by a human designer. The other variant featured levels that were evolved using a genetic algorithm. The immersion scores of each variant was recorded from participants who played one of the game variants using a questionnaire. Statistical analysis was used to identify where significant differences in immersion occurred.
机译:随着游戏产业成熟到数十亿美元的市场,交互式计算机游戏的复杂性也日益增加。随着游戏的复杂性不断增长,为游戏制作的内容在复杂性和生产成本上都在增长。这激发了对过程内容生成的研究。人们普遍认为,过程内容生成的开发具有降低游戏开发中内容制作成本的潜力。但是,当前过程内容生成主要与生成内容的可玩性和可用性有关。很少有研究调查玩家对生成内容的看法。这项研究的目的是评估使用程序内容生成开发的游戏的感知沉浸感。为此研究设计并实现了一个名为Vektor的游戏。制作了两种游戏变体。这些变体之一是由人类设计师设计的关卡。其他变体的特征是使用遗传算法进化得到的水平。使用调查表从参加过其中一个游戏变体的参与者记录每个变体的沉浸分数。使用统计分析来确定浸入发生显着差异的位置。

著录项

  • 作者

    Greig Taura J;

  • 作者单位
  • 年度 2016
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  • 原文格式 PDF
  • 正文语种 en
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