Promoting Emotions with Angry Birds-like Gameplay on Rube Goldberg Machine Levels

Febri Abdullah, Changeun Yang, Pujana Paliyawan, R. Thawonmas, Tomohiro Harada, F. A. Bachtiar
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引用次数: 3

Abstract

This paper proposes a method for generating Angry Birds-like game levels, and their gameplays, that promote spectator's emotions. Each of such levels features a domino effect generated based on Rube Goldberg Machine (RGM) mechanisms, allowing it to be completed by one perfect shot of a bird. We evaluate the effects on spectator's emotions by comparing two sets of gameplay videos; one with only perfect shots and the other with only imperfact shots (i.e., gameplays that were not successfully completed by one shot). We conducted an online survey using Positive and Negative Affect Schedule (PANAS) to evaluate the spectator's emotions before and after watching a video of interest. Our results show that perfect-shot videos lead to higher positive affect and lower negative affect of the spectator in the same series of generated RGM levels. In addition, the perfect-shot video has a stronger evidence in decreasing the negative affect of the spectator than the imperfect one.
在Rube Goldberg Machine关卡中使用类似《愤怒的小鸟》的游戏玩法提升玩家情绪
本文提出了一种生成类似《愤怒的小鸟》的游戏关卡及其玩法的方法,能够促进观众的情感。每个这样的关卡都有一个基于Rube Goldberg Machine (RGM)机制生成的多米诺骨牌效应,允许玩家通过一个完美的鸟的镜头来完成关卡。我们通过比较两组玩法视频来评估对观众情绪的影响;其中一种只有完美的射击,而另一种只有不真实的射击(游戏邦注:即一次射击未能成功完成的玩法)。我们进行了一项在线调查,使用积极和消极影响表(PANAS)来评估观众在观看感兴趣的视频之前和之后的情绪。我们的研究结果表明,在同一系列生成的RGM关卡中,完美拍摄的视频会导致观众产生更高的积极情绪和更低的消极情绪。此外,完美拍摄的视频比不完美的视频更能减少观众的负面影响。
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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