Introducing game and playful experiences to other application domains through personality and motivation models

R. Walsh, Marion Boberg, Juha Arrasvuori, Hannu Korhonen, T. Walsh
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引用次数: 3

Abstract

We discuss the use of the PLEX playful experience model a system to introduce games design aspects into alternative application and product domains. We report an exploratory study to relate the relationships between playful experiences and real world values and personalities. The method led to a prototype model of playful experiences associated with values and personality based motivations, emotions and behavior, and could be a useful tool for playful concept creation. As consumer offerings are increasingly differentiated by the quality of the experience, our approach promises to enhance the fun, and widen the engagement, of many products and applications.
通过个性和动机模型将游戏和好玩的体验引入其他应用领域
我们讨论了PLEX游戏体验模型的使用,将游戏设计引入到其他应用程序和产品领域。我们报告了一项探索性研究,将游戏体验与现实世界价值观和个性之间的关系联系起来。该方法产生了一个与价值观和基于动机、情感和行为的个性相关的游戏体验原型模型,可以成为游戏概念创造的有用工具。随着消费者产品的体验质量越来越差异化,我们的方法有望提高许多产品和应用程序的乐趣,并扩大其参与度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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