第一人称射击游戏中的情感流、情感流和情感沉浸:玩家体验的测量
Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience
摘要:
关于体验现象的游戏研究是一项具有挑战性的工作,因为游戏玩家在游戏中遇到的体验多种多样,目前还没有正式的分类,例如流,沉浸,无聊和乐趣。这些非正式的术语需要科学的解释。Ludologists也承认需要通过建立严格的方法论,从心理学的角度来理解球员的认知,情感和目标导向行为。本文建立在并扩展了以前的工作在一个领域,我们想硬币的术语“情感ludology。“该领域关注的是玩家游戏互动的情感测量。这里报告的实验研究使用主观(即,问卷)和目标(即,心理生理学)措施。参与者玩了三个半条命2游戏级别的设计修改,同时采取了肌电图(EMG),皮肤电活动(EDA)等措施,并收集了问卷调查。一个水平的战斗导向流的经验表现出显着的高唤醒积极影响的情绪。该方法示出了情绪模式从不同的级别设计中出现,其具有提供游戏玩法的实时情绪简档的巨大潜力,所述游戏玩法的实时情绪简档可以与自我报告的主观玩家体验描述一起生成。
英文摘要:
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun. These informal terms require a scientific explanation. Ludologists also acknowledge the need to understand cognition, emotion, and goal- oriented behavior of players from a psychological perspective by establishing rigorous methodologies. This paper builds upon and extends prior work in an area for which we would like to coin the term "affective ludology." The area is concerned with the affective measurement of player-game interaction. The experimental study reported here investigated different traits of gameplay experience using subjective (i.e., questionnaires) and objective (i.e., psychophysiological) measures. Participants played three Half-Life 2 game level design modifications while measures such as electromyography (EMG), electrodermal activity (EDA) were taken and questionnaire responses were collected. A level designed for combat-oriented flow experience demonstrated significant high-arousal positive affect emotions. This method shows that emotional patterns emerge from different level designs, which has great potential for providing real-time emotional profiles of gameplay that may be generated together with self- reported subjective player experience descriptions.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。