The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest

Kristen K. Yu, Matthew J. Guzdial, Nathan R Sturtevant
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引用次数: 1

Abstract

Among academic communities there is no single agreed upon definition of a quest. The industry perspective on this topic is also largely unknown. Thus, the purpose of this paper is to gain an understanding of the definition of a quest from industry professionals to better inform the academic community. We interviewed fifteen game developers with experience designing or implementing quests or narratives, and process the interviews using thematic analysis to identify trends. We identified a variety of personal developer definitions. However, we also discovered several themes that may inform future academic work. We introduce the definition-context-purpose paradigm as a synthesis of these trends: elements of a quest, purpose of a quest, and context of a quest. Finally, we discuss the developer’s reaction to a recently proposed quest definition as part of a push towards a general quest definition.
定义-情境-目的范式以及行业专业人士关于任务定义的其他见解
在学术团体中,没有一个统一的关于探索的定义。业界对这个话题的看法在很大程度上也是未知的。因此,本文的目的是从行业专业人士那里获得对探索的定义的理解,以便更好地告知学术界。我们采访了15名具有设计或执行任务或叙述经验的游戏开发者,并使用主题分析来确定趋势。我们确定了各种个人开发人员的定义。然而,我们也发现了几个主题,可能会为未来的学术工作提供信息。我们将定义-上下文-目的范式作为这些趋势的综合来介绍:任务的元素、任务的目的和任务的上下文。最后,我们讨论了开发者对最近提出的任务定义的反应,这是推动通用任务定义的一部分。
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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