Playtesting Box Art: Player Perceptions and Expectations

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Hamna Aslam;Pavel Tishkin;Eleonora Ilina;Joseph Alexander Brown
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Abstract

An essential component of the game is the box it comes in. Although it seems, such as a small object, it is the first door to the world it encapsulates in itself. Box makes an impression, and perceptions are associated with it. This article investigates board game's box art and related perceptions. A disappointing box art results in the game being left unpurchased on the store shelves. This is not the only consequence. An undesirable impression from the box art remains with the player, although they enjoy the game. While the games have the potential to convey intended benefits, the box is the only chance for game designers to evoke buyers' attention, if the game has not been advertised by other means. It is significant to understand how players associate with box art, their perceptions, and their desirability. This article has investigated box art design for its desirability, the first impression it conveys, and perception of it. We present a series of questions that help test the box art of board games. The questions are broken down into categories to investigate different aspects of the box art. The participants have also drawn the box art for a particular game setting that informs about their preferred design.
游戏测试盒装艺术:玩家的看法和期望
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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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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