发表机构
Universidad de Santiago de Chile (USACH); Universidad de Granada (UGR)(圣地亚哥智利大学; 格拉纳达大学)
机构由 AI 辅助整理,请以论文原文为准。AI 中文总结
本文提出LifeSync-Games框架,作为玩家体验集成层,结合玩家生理认知信号,应用于六款商业游戏并设计含70-80名参与者的准实验方案,为普适游戏设计提供理论支撑。
AI 中文摘要
普适游戏将“魔法圈”扩展至空间、时间与社会维度,却将玩家的生理与认知状态视为被动受体而非主动信号。本文提出LifeSync-Games(LSG)框架,与将玩家信号视为额外维度的方案不同,该框架将玩家信号作为玩家体验集成层(PEIL),通过经验证的现实世界信号(身体活动、睡眠质量、记忆、决策速度)横向作用于现有三个普适维度。该框架引入了一个游戏化集成工件(LSG门户),通过可兑换积分、现实世界任务与结构化游戏化来调节现实与虚拟的交互。本文提出了基于自我决定理论与心流理论的五项HCI设计原则,将其应用于六款商业电子游戏,并设计了一项研究方案(准实验设计,样本量n=70-80)。本文报告了LSG的设计阶段:规则阈值与门户参数为有待经验校准的设计决策,尚未开展数据收集。主要贡献是一个基于理论的框架与验证方案,该方案将玩家敏感集成定位为使普适游戏能够响应玩家实际生物与认知状态的机制。
英文摘要
Pervasive games extend the magic circle across spatial, temporal, and social dimensions, yet treat the player's physiological and cognitive state as a passive receptor rather than an active signal. This paper presents LifeSync-Games (LSG), a framework that (unlike proposals treating player signals as an additional dimension), operationalizes them as a Player Experience Integration Layer (PEIL) acting transversally across the three existing pervasive dimensions through verified real-world signals: physical activity, sleep quality, memory, and decision speed. The framework introduces a gamified integration artifact (the LSG portal) that mediates the real <-> virtual exchange through redeemable points, real-world missions, and structural gamification. Five HCI design principles grounded in Self-Determination Theory and Flow Theory are proposed, instantiated across six commercial video games, together with a study protocol (n = 70-80 participants, quasi-experimental design). This paper reports the design stage of LSG: rule thresholds and portal parameters are design decisions pending empirical calibration; no data collection has yet been conducted. The main contribution is a theoretically grounded framework and validation protocol positioning player-sensitive integration as the mechanism enabling pervasive games to respond to the player's actual biological and cognitive state.
Comments16 pages, 2 figures, 4 tables