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The Research Of Flow Experience In Real-Time Computer Games

Posted on:2011-05-17Degree:MasterType:Thesis
Country:ChinaCandidate:Z C DengFull Text:PDF
GTID:2155360308461720Subject:Art of Design
Abstract/Summary:PDF Full Text Request
With the rapid expansion of the game industry,the contradiction between the limited hardware conditions and the expanding game content is becoming increasingly sharp,as a result,the frustration experience is becoming more frequent. As game is an experiential product, one of the main issues in game design is to increase or improve the gaming experience, which is throughout the whole procedure including investigation, planning, development, test and operation. The objective criteria of the gaming experience is the success of the gameplay, while the subjective criteria includes the players' pleasure,immersion and the comprehensive evaluation on operability, usability and artistic quality.After subdivide game types, this paper confirms real-time games as the research object, according to the current developing direction. As the mainstream of the digital game, real-time games have several features including that the gameplay bases on the immersion, the flow experience is the core of gaming experience, players operate frequently, focus attention sustaining aod have a great deal of visual information to deal with. For immersion and pleasure experience, this paper has refered the domestic and foreign scholars' research production, and then proposes immersion measure scale and pleasure measure scale as the measure method in experimental. For the other cognitive and behavior features, this paper introduced the theory of situation awareness to analysis the players' cognitive behavior., mainly to analyze the inattentional blindness and "choosing" phenomenon, and then establish the situation awareness extended model of the real-time games according to the interactive characteristic. The model features that:1.the degree of player's immersion will influence the perception process.2.the player's situation awareness is a rapid cycle.3.Use soft operating and hard operating to interpret the prediction process and executing Process. According to the model, two hypotheses on real-time games were put forward:player's immersing degree will influence the probability of inattentional blindness; the ratio of soft operating and hard operating will influence the level of situation awareness.Finally, according to the measurement method, scale and measurement precautions put forward above, this paper adopted World of Warcraft and Defense of the Ancients to do experiment, with results showed that the situation awareness extended model of the real-time games is almost right. The measurement method included subjective evaluation measurement, embedded tasks measurement and performance measurement.
Keywords/Search Tags:real-time game, user experience, situation awareness, immersion
PDF Full Text Request
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