探讨非叙事元素和叙事元素对2D游戏沉浸感的影响

Linda A. Pfister, Sabiha Ghellal
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引用次数: 4

摘要

之前的研究已经调查了玩家沉浸感及其对游戏玩法的影响。然而,很少有研究讨论游戏中的叙事,以及叙事和非叙事元素如何影响沉浸感水平。此外,将起源于电影理论的叙事概念应用到游戏中仍然存在争议。与传统的电影世界不同,游戏将玩家视为叙述的互动参与者。本研究以Galloway的游戏叙事理论为基础,以原型为研究基础,探讨叙事和非叙事元素对2D游戏沉浸感的影响。通过沉浸式体验问卷(IEQ),我们发现被试在更高的沉浸程度上感知非叙事原型,可以推断出认知卷入和现实世界分离的显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the influence of non-diegetic and diegetic elements on the immersion of 2D games
Previous research has investigated player immersion and how it may affect gameplay. However, there is little research discussing diegesis in games and how diegetic and non-diegetic elements might influence the level of immersion. Furthermore, it is still controversial to apply the concept of diegesis originating from film theory to games. Unlike the traditional world of film, games deal with players as interactive participants in narration. This research explores the effect of diegetic and non-diegetic elements on the immersion of 2D games with respect to Galloway's theory of diegesis in games using prototypes as research base. Applying the Immersive Experience Questionnaire (IEQ) we conclude that the participants perceived the non-diegetic prototype on a higher level of immersion, notably differences in cognitive involvement and real world dissociation can be inferred.
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