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Motivation-behavior relations: An empirical analysis for playing experience on social network games

机译:动机与行为的关系:社交网络游戏体验的实证分析

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This paper is aimed at analyzing the behaviors of Social Network Services (SNSs) game users in relation to community-targeting Social Network Games (SNGs), and the motivations that give rise to those behaviors. Previous research has focused on the study and utilization of game production technologies, rarely dealing with motivations of game users. Generally, this research has been limited to observations of user behavior in relation to achieving certain goals or themes of a game, such as upgrading a character''s level or obtaining rewards. Rather than analyzing SNS game user behavior simply from this problem-solving perspective, this paper considers a wider variety of human motivations. In order to accomplish this goal, this paper first analyzes the motivation theory of SNS users and Lazzaro''s ‘People Fun’ model. Next, experimental data collected from users playing 13 different SNGs is presented and classified by game events and functional actions. Finally, based on these results, the primary behaviors of SNG users will be generalized into 8 different types and distinct motivation-behavior patterns will be analyzed.
机译:本文旨在分析与以社区为目标的社交网络游戏(SNG)相关的社交网络服务(SNS)游戏用户的行为,以及引起这些行为的动机。先前的研究集中在游戏生产技术的研究和利用上,很少涉及游戏用户的动机。通常,这项研究仅限于观察与实现某些目标或游戏主题有关的用户行为,例如提高角色等级或获得奖励。本文不只是从解决问题的角度分析SNS游戏用户的行为,而是考虑了各种各样的人类动机。为了实现这一目标,本文首先分析了SNS用户的动机理论和Lazzaro的“ People Fun”模型。接下来,展示了从玩13种不同SNG的用户那里收集的实验数据,并根据游戏事件和功能动作对其进行了分类。最后,基于这些结果,SNG用户的主要行为将被概括为8种不同类型,并将分析不同的动机行为模式。

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