| The autonomy and persistence of people in game activities are not present in other activity tasks.This paper will explore the emotional factors of games.Taking the mind-flow experience commonly found in games and the communication experience derived from it as the point of entry,and using positive psychologist Mihaly’s mind-flow theory as the main theoretical support,the paper will analyse the application scenarios and application modes of the emotional factors of games in display design.By adapting a series of organisational models extended from the mind-flow experience of games: graphic effect elements,plot narrative elements,and social interaction elements,it extends to the audiovisual space elements,storytelling elements,and communication and interaction elements in the field of display.These elements have a close relationship to the emotional experience that the viewer has during the display activity.Further,the three elements are expanded and analysed: the artistic aesthetic,emotional simulation and realistic reproduction of the audiovisual space;the resonant techniques and structures of the storytelling,the free exploration of interactions and interfaces,the immersive images and scenes;and the contextual construction,team bonding and physical interaction of the communication and interaction.By combining the emotional elements of the game with the curatorial structure of the display design,the original limitations are broken down to provide new ideas for the display design,thus making the display itself more dynamic and the display experience more enjoyable. |