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The Research Of Psychological Factor In Game Design

Posted on:2007-12-03Degree:MasterType:Thesis
Country:ChinaCandidate:B WangFull Text:PDF
GTID:2121360182980310Subject:Art of Design
Abstract/Summary:PDF Full Text Request
Game design is a booming discipline, for other relative design discipline, lasting just over 30 years. However, it possesses the front and cross-disciplinary in nature, and in the last 20years it has a rapid development. Nowadays, the domestic game design pay more attentions on the technical aspect of the exploration, and the whole industry are lack of theoretical high examined and summarize. There is inevitable need strong theoretical background as a force to drive deeper research when any industry comes to a certain stage.Game design was named as the "fifth art". And for the reason that it still in a starting stage to make a cross with other disciplines become particularly urgent. At this stage, a number of scholars are mainly from the major aesthetic science, communication studies, art science, computer engineering etc disciplines to make research. Psychics is also a rising discipline as the game design, to make a intersection research of psychics and game design can help us to study many fontal problems, and has high academic values.This article aimed to research two key problems at the point of game psychology. First, what is the corresponding psychological dynamics in game design? Second, how the game design to meet with the player's psychological needs? The former is focused on "What the player's need?" The latter paid more attentions on "how to meet the player's needs?"After reviewing a number of Game Psychics literatures. The writer quoted the viewpoint of the Austrian analysis psychologist Freud's "subconscious creation theory" and the American psychologist Maslow's "level of demand" theory respectively. Combined of the resulted of recently Game Design research, and make a in-depth exploration and research in these two issues, and drawn out the "big game" concept. So call "big game" should be a conception which is base on the resurvey of psychological reason. Treat pleasant sensation with an open eyes, bring experiencing up to an important position, no matter the experience is happy or not, only if it can invoke the players resonance. Partly can be used in business, and partlycan be used in some more broad purpose uses. The writer make a own definition of "big game": based on the foundation of digital fiction and mutual action technology, not only focus on narrow happy experiences, paid great attentions on virtual experiences, which has certain processes and regular digital mutual activities.
Keywords/Search Tags:Electronic games, Game psychology, big game, Virtual environment
PDF Full Text Request
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