Evaluating enjoyment within alternate reality games

A. Macvean, Mark O. Riedl
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引用次数: 8

Abstract

Alternate Reality Games (ARGs) are interactive narrative experiences which use the real world as the platform of the game. By bringing play out into the real world, ARGs provide players with an opportunity to enjoy both the gameplay, and benefit from the rich social experiences and physical activity which come synonymously with the genre. Due to its recent emergence, very little is known on what makes for an enjoyable ARG experience. What can we take from traditional game literature and where does this genre demand changes in our understanding? In this paper we present out work on understanding the player experience within ARGs. We look at the existing literature on enjoyment within video games, and use this to devise a set of new criteria. Through a preliminary validation of our metric, we found that a game which scores well using our analysis is significantly more likely to be enjoyed than a game which scores relatively low. In the process, we found that some of the key components of an enjoyable traditional video game experience are not so essential when considering ARGs.
评估虚拟现实游戏中的乐趣
交替现实游戏(arg)是一种以现实世界为游戏平台的交互式叙事体验。通过将游戏带入现实世界,arg为玩家提供了享受游戏玩法的机会,并从丰富的社交体验和体育活动中获益。由于它最近才出现,所以我们对于如何创造有趣的ARG体验知之甚少。我们可以从传统游戏文学中获取什么?这一类型需要我们在哪些方面做出改变?在本文中,我们将阐述如何理解arg中的玩家体验。我们着眼于现有的关于电子游戏乐趣的文献,并以此设计出一套新的标准。通过对我们的指标进行初步验证,我们发现在我们的分析中得分较高的游戏比得分较低的游戏更有可能获得玩家的喜爱。在这个过程中,我们发现一些传统电子游戏的关键元素在arg游戏中并不那么重要。
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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