Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model

Lizzy Bleumers, An Jacobs, T. V. Lier
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引用次数: 8

Abstract

In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF model. While the first game (i.e. The Target) involves the use of digital technology, the latter (i.e. Magic Spell) does not. In order to produce an in-depth review, we observed groups during game play and we assessed players' experiences by means of a questionnaire.
犯罪城市和魔法森林:以用户为中心的普适游戏流模型适用性评估
在本文中,我们反思了使用普适游戏流(PGF)模型来评估普适游戏中的玩家体验的机会和局限性。特别是,我们批判性地评估了它在非基于技术的普及游戏中的适用性。这一评估结果来自于对两种普遍存在的户外团体游戏的PGF模型的回顾。第一款游戏(游戏邦注:如《the Target》)使用了数字技术,而第二款游戏(如《Magic Spell》)则没有。为了产生更深入的评论,我们在游戏过程中观察各组,并通过问卷调查评估玩家的体验。
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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