首页> 外文会议>2014 IEEE Games, Media, Entertainment Conference >Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game
【24h】

Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game

机译:在第一人称射击游戏中使用情感状态来适应角色,NPC和环境

获取原文
获取原文并翻译 | 示例

摘要

Innovations in computer game interfaces continue to enhance the experience of players. Affective games - those that adapt or incorporate a player's emotional state - have shown promise in creating exciting and engaging user experiences. However, a dearth of systematic exploration into what types of game elements should adapt to affective state leaves game designers with little guidance on how to incorporate affect into their games. We created an affective game engine, using it to deploy a design probe into how adapting the player's abilities, the enemy's abilities, or variables in the environment affects player performance and experience. Our results suggest that affectively adapting games can increase player arousal. Furthermore, we suggest that reducing challenge by adapting non-player characters is a worse design choice than giving players the tools that they need (through enhancing player abilities or a supportive environment) to master greater challenges.
机译:电脑游戏界面的创新不断增强玩家的体验。情感游戏-适应或融合玩家情绪状态的游戏-在创造令人兴奋和引人入胜的用户体验方面显示出了希望。但是,缺乏对哪种类型的游戏元素应该适应情感状态的系统探索,使得游戏设计人员几乎没有关于如何将情感融入他们的游戏的指导。我们创建了一个情感游戏引擎,并使用它来进行设计调查,以探讨适应玩家的能力,敌人的能力或环境中的变量如何影响玩家的表现和体验。我们的结果表明,情感适应游戏可以增加玩家的唤醒感。此外,我们建议,通过适应非玩家角色来减少挑战比提供给玩家所需的工具(通过增强玩家的能力或支持性环境)来应对更大的挑战是一种更糟糕的设计选择。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号