【2h】

Fun and Games and Boredom

机译:趣味游戏和无聊

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摘要

Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. “How can serious videogames attract and maintain players,” the argument goes, “if they aren't as much fun as commercial titles, or even any fun at all?” This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected.
机译:严肃的电子游戏会利用娱乐来教授,训练或改变行为。 1970年代最初尝试创建学习软件的尝试现在已成为公认的视频游戏类型和新兴的健康科学。尽管需要进行更多的研究,但越来越多的文献表明,严肃的视频游戏可能是有效的。但是,对严肃的视频游戏的支持并不普遍。非正式的网络搜索显示出许多怀疑论者。评论家质疑严肃的电子游戏的娱乐价值,进而质疑其生存能力。该论据指出:“严肃的视频游戏如何吸引并留住玩家,如果它们不像商业游戏那么有趣,甚至根本没有那么有趣呢?”本文探讨了这样一种论点,即有效的严肃的视频游戏应该公开有趣,并且可以与商业现成的视频游戏相提并论。它探讨了游戏开发人员和研究人员主导的项目之间的差异,并讨论了严肃的视频游戏如何避免让玩家感到无聊和疏远。结论是,严肃和商业游戏娱乐价值之间的直接比较可能会被误导。

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