视觉游戏《割绳子》和《愤怒的小鸟》基于沉浸式挑战

Elizabeth Elizabeth, Intan Rizky Mutiaz, I. Santosa
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引用次数: 1

摘要

技术的进步支持着数字游戏的发展,通过人们越来越依赖无线设备的生活方式,游戏变得移动化、易访问化、讨人喜欢化、流行化。因此,本研究的目的是在《割绳子》和《愤怒的小鸟》这两款移动物理游戏的交流过程和互动模式中寻找游戏与玩家之间的关系。本研究是一种探索性的田野分析,采用克雷斯韦尔案例研究法,分为文献研究、案例识别、原始资料收集和解释为一体。本研究的结果主要集中在玩家与两个被研究对象之间的视觉感知和互动。结果表明,视觉元素、游戏玩法、益智角色和音效是影响游戏的最主要方面,因为它们被认为适合休闲游戏玩家的条件和能力。除此之外,众所周知,视觉感知是共同主题对象的功能表现,其解释与游戏情境相吻合。因此,玩家与所研究的游戏之间的视觉交互基于四个关键因素:主题、游戏玩法、物理运动和视觉元素的简化呈现。通过感知过程,类似的游戏将创造一种联系,即基于挑战的沉浸式体验,这种参与要求玩家理解游戏规则。这种互动不受游戏时间的影响,通常也不会让玩家对游戏上瘾。因此,很明显,手机游戏的概念必须通过游戏的高度可理解的方式、规则和目的来理解。这项研究主要集中在手机游戏的视觉方面,所以其他人仍然有机会深入研究手机游戏的其他三个关键方面:游戏玩法,谜题式角色和音效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion
Technological progress supports the development of digital game, so that, through people's lifestyle that relies more and more on wireless devices, games become mobile, easy to access, likable and popular. Accordingly, the purpose of this study is to find the relation between games and its players in regards to the communication process and interactive pattern that exist in Cut The Rope and Angry Birds as mobile physics game.This research is an explorative field analysis that uses Creswell case study divided into literature study, case identification, primary data collection and interpretation as the synthesis of the whole. The result of this research is focused on the visual perception and interaction between players and two researched objects.The result shows that visual element, game play, puzzle-like character and sound effect are the most influential aspects of the games since they are considered suitable to the condition and the ability of the casual game players. Besides that, it is known that visual perception is a representation of the function of a common-theme-object with its interpretation that fits the context in a game. Therefore, visual interaction between the players and the researched games are based on four crucial factors: theme, game play, physics movement and simplified presentations of the visual elements. Through the perceptive process, similar kind of games would create a bonding, called challenge based immersion experience, in which this involvement demands the players to understand rules of the games. Such interaction is not influenced by playing time duration and usually does not cause an addiction to the games. Hence, it is clear that the concept of a mobile game has to be understandable through the games' highly comprehensible way, rules, and purpose.This research is mostly focused on the study of the visual aspect of a mobile game, so others still have the chance to do deeply study of the other three crucial aspects of the mobile game: game play, puzzle-like character, and sound effect.
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