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Video game player profiles: bridging industry, game studies and social science perspectives.

机译:视频游戏玩家资料:桥接行业,游戏研究和社会科学观点。

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摘要

For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of Player Profiles, a theoretical framework which builds upon both the experience and knowledge of game designers and game studies academics with the empirical research of social scientists. This bridge establishes seven different Player Profiles: Competitor, Explorer, Socializer, Challenger/ Achiever, Escaper, and Stimulation Seeker. Two studies are presented, investigating the validity of the Player Profile Framework and examining its potential use in game design to increase learning and engagement in educational games for adolescents. A large scale survey of adults and small scale survey of adolescents were conducted. Participants completed validated measures of goal orientation, personality aspects, and video game uses and gratification. Additional questionnaires included the Player Profile Questionnaire (PPQ) and a measure of preferred video game features. A model-based cluster analysis of the adult sample revealed implications for cultural differences in player profiles as well as indications that players exhibit multiple player profiles. Analysis of the PPQ establishes the first significant empirical link between game design experience and the psychological constructs examined, also revealing a consistency between adolescents and adults. A second study asked adolescents from study 1 to play two learning games, each featuring prominent game design features intended for a specific profile, Competitor or Fantasizer. Although results were mixed, players who met the criteria for the Fantasizer profile scored significantly higher on the posttest of the Force Fantasy game than those who did not. Results establish the potential of the Player Profile Framework and create a foundation for future research.
机译:几十年来,游戏设计师和游戏研究专家一直在寻求通过经验和观察的角度来理解视频游戏玩家。同时,社会科学研究的重点是使用各种心理构造对视频游戏玩家进行实证理解。这项研究的重点是玩家档案的创建和评估,这是一个基于游戏设计师和游戏研究学者的经验和知识以及社会科学家的实证研究的理论框架。这个桥梁建立了七个不同的玩家档案:竞争对手,资源管理器,社交游戏者,挑战者/成就者,逃脱者和刺激寻求者。提出了两项​​研究,以调查玩家资料框架的有效性,并研究其在游戏设计中的潜在用途,以提高青少年学习教育游戏的参与度。进行了成年人的大规模调查和青少年的小型调查。参与者完成了针对目标定向,个性方面以及视频游戏使用和满足程度的经过验证的度量。其他问卷包括“玩家资料调查表”(PPQ)和一些首选的视频游戏功能。对成人样本进行的基于模型的聚类分析揭示了玩家资料中文化差异的隐患,以及表明玩家展示了多个玩家资料的迹象。对PPQ的分析建立了游戏设计经验与所考察的心理构造之间的第一个重要的经验联系,也揭示了青少年和成年人之间的一致性。第二项研究要求研究1的青少年玩两个学习游戏,每个游戏都具有针对特定个人(竞争对手或幻想者)的突出游戏设计功能。尽管结果好坏参半,但符合《幻想者》配置文件标准的玩家在《 Force Fantasy》游戏的后期测试中的得分明显高于未达到“幻想者”配置文件的玩家。结果确定了Player Profile Framework的潜力,并为将来的研究奠定了基础。

著录项

  • 作者

    Frye, Jonathan M.;

  • 作者单位

    New York University.;

  • 授予单位 New York University.;
  • 学科 Psychology.;Design.;Educational technology.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 189 p.
  • 总页数 189
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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