设计数字眩晕体验

Richard Byrne, Joe Marshall, F. Mueller
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引用次数: 11

摘要

许多人喜欢由剧烈的好玩的身体活动引起的“眩晕”感,比如转圈圈和乘坐游乐场游乐设施。游戏学者Caillois称这种体验为“眩晕游戏”,他解释说,这些令人愉悦的活动是感官渠道混淆的结果。在HCI中,设计师通常会小心翼翼地避免故意给玩家造成感官混乱,但我们相信有机会将Caillois的想法转移并扩展到数字领域,让设计师能够在传统眩晕游戏活动的启发下创造出新颖而有趣的数字身体体验。为此,我们提出了数字眩晕体验框架。该框架源自四个案例研究和三种不同数字眩晕体验的开发,旨在将传统眩晕游戏体验的兴奋感带入数字世界,让设计师能够创造出更吸引人、更刺激的基于身体的游戏,并为玩家提供更多享受新奇刺激游戏体验的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Digital Vertigo Experiences
Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels. In HCI, designers are often cautious to avoid deliberately causing sensory confusion in players, but we believe there is an opportunity to transition and extend Caillois’ thinking to the digital realm, allowing designers to create novel and intriguing digital bodily experiences inspired by traditional vertigo play activities. To this end, we present the Digital Vertigo Experience framework. Derived from four case studies and the development of three different digital vertigo experiences, this framework aims to bring the excitement of traditional vertigo play experiences to the digital world, allowing designers to create more engaging and exciting body-based games, and provides players with more possibilities to enjoy novel and exciting play experiences.
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