游戏引擎:玩家动机如何随时间变化

J. VandenBerghe
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引用次数: 9

摘要

这次演讲是演讲者第一次尝试将他迄今为止关于游戏的5个领域(游戏邦注:这是对大5心理模型的玩家翻译)与Scott Rigby & co.的PENS模型(游戏邦注:这是对自我决定理论的玩家翻译)结合起来。在试图形成这个玩家动机Voltron的同时,我们可能会简要地谈到其他一些现有的模型是如何与这个可怕的怪物兼容的,但这次演讲的重点将是pen和5个领域。我们的目标是描述一幅玩家动机地图,不仅要讨论玩家类型和满意度,还要描述玩家从第一次接触、粘性到怀旧的动机变化情况。它可能永远不会奏效。但这种尝试至少应该具有观赏性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Engines of play: how player motivation changes over time
The talk is a first (probably doomed and certainly biased) attempt by the speaker to fuse his work-to-date on the 5 Domains of Play (a gamer-translation of the Big 5 psychological model) with Scott Rigby & co.'s PENS model (a gamer-translation of Self- Determination Theory). While trying to form this Player Motivational Voltron, we may touch briefly on how a few other existing models might also be compatible this horrid abomination, but the focus of this talk will be squarely on PENS and the 5 Domains. The goal is to describe a map of player motivations that not only talks about player typologies and satisfactions, but that can also describe how player motivations change as they move from first-contact, engagement, and on into nostalgia. It will probably never work. But the attempt should at least be entertaining to watch.
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