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Player characteristics and their relationship to goals and rewards in video games

机译:玩家特征及其与视频游戏目标和奖励的关系

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Modern game developers encounter difficulties accounting for an increasingly disparate audience with uniquely individual preferences. These preferences must be identified before any substantive efforts to accommodate them. Because the pursuit of goals and rewards is the central organizing structure in games, individual preferences need to be approached through the lens of goals and rewards selection. Previous research has focused on identifying player types and characteristics, yet rarely connects these characteristics directly with game components. Our experiment applies categories of psychogenic needs to subjects' discrete choices when playing a simple open-source 2D platform game. We found subjects' valuation of short-term versus long-term goal selection to be of particular interest. We also found discrepancies between perceived enjoyments when measured during the gameplay and when measured after the game. The knowledge of how various personalities engage with given goals and selecting rewards is valuable beyond the narrow context of videogames in areas such as placement of employees in the business or soldiers in roles that better fit their personalities and preferences.
机译:现代游戏开发人员遇到了困难,这导致越来越多的人以独特的个人喜好分散了观众。在进行任何实质性努力以适应这些偏好之前,必须先确定这些偏好。因为追求目标和奖励是游戏中的中心组织结构,所以需要通过目标和奖励选择的角度来探讨个人偏好。先前的研究专注于识别玩家的类型和特征,但很少将这些特征直接与游戏组件联系在一起。我们的实验在玩简单的开源2D平台游戏时将心理需求的类别应用于受试者的离散选择。我们发现受试者对短期目标和长期目标选择的评估特别受关注。我们还发现在游戏过程中进行衡量时和游戏后进行衡量时所感知的享受之间存在差异。除了在诸如将公司安置在公司中的雇员或士兵扮演更适合其个性和偏好的领域之类的狭窄视频游戏环境之外,了解各种个性如何与给定目标互动以及如何选择奖励的知识非常有价值。

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