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Research On Card Game Design Based On Kaisei Engineer

Posted on:2020-03-18Degree:MasterType:Thesis
Country:ChinaCandidate:N BaiFull Text:PDF
GTID:2405330572490815Subject:Art and design
Abstract/Summary:PDF Full Text Request
Card games are virtual products based on the combination of game mathematical model and UI design.Compared with other games,card games have the strongest dependence on UI design,simple mathematical model of game,and non-immediacy.In 2017,the number of game users in China increased to 583 million,with a compound growth rate of 27.17%.With the increasing pressure of life and the fragmentation time brought by fast-paced life,the world's game manufacturers have launched card games to adapt to the development of the times.The development of card games is in its infancy,lacking relevant card game design priorities.The research and design ideas are not clear,which has become a major obstacle to the development of card games.China has $37.9 billion in game revenue in 2018,accounting for more than a quarter of the global market.Card games are one of its most important game types.This paper selects a representative card game as the research object,based on the support of sensible engineering and SPSS software data analysis technology,selects"The Hearthstone","Mystery vs." and "Three Kingdoms Kil" as the research object,through process analysis and sensible engineering analysis.According to the drawn game flow chart,the game is divided into eight systems.The semantic difference method is used to determine the sensibility,and the questionnaire is designed to obtain the emotional scores of the eight systems.The reliability and validity of SPSS software were used to analyze the reliability and validity of the questionnaire.The one-way ANOVA and regression analysis of SPSS software were used to analyze the difference of the influence degree of players in the eight systems.Finally,through the analysis of the design points,the "hearthstone" user experience score is higher than the other two games.From the comparison of the corresponding systems of the three game products,the three games have a large gap in the evaluation of the main interface and the battle system and the information construction system.Compared with the abstract animation,the player thinks that the figurative animation is more interesting,and the main interface evaluation is compared.The difference between the degree of clarity and simplicity is the most obvious;the gap in the interesting evaluation of the battle system is the most obvious,and the difference in clarity,clarity and ease of use in the information construction system is significant.Reflects the difference between players' perceptions of different systems.From the perspective of design elements,UI animation,figurative icons,game interaction,chessboard figuration,and card action figuration are the key factors in the game's emotional design.The analysis shows that the key to the "hearthstone" superior to the other two games is that the design elements are unified,the design method is textured and concrete,so that players can understand complex information with the least amount of energy.This practice is worthy of promotion and reference in the design of card games.
Keywords/Search Tags:perceptual engineering, SPSS analysis, card games, emotional design
PDF Full Text Request
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