调整VR游戏内容的玩家行为指标:以恐惧为例

S. Palma, L. Ripamonti, N. A. Borghese, D. Maggiorini, Davide Gadia
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引用次数: 4

摘要

电子游戏是复杂的多学科人工制品,其中包含越来越多能够影响玩家情感的复杂叙事内容。由于它们的互动性,它们应该满足多样化受众的期望。到目前为止,自动适应玩家内容的问题主要集中在与游戏玩法相关的方面,很少有人关注追踪玩家情绪以协调游戏叙事。这个问题在基于虚拟现实(VR)的游戏中变得更加明显,这些游戏非常强调沉浸感,对于特定的游戏类型(如恐怖游戏)来说也是如此。我们通过设计和开发一个系统来解决这个问题,该系统可以跟踪玩家的行为,以适应恐怖VR游戏的内容,根据特定玩家“喜欢被吓到”的程度大幅增加或减少其恐怖元素。然后,我们用玩家样本测试了我们提出的解决方案,获得了一些令人鼓舞的初步结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Player behaviour metrics for adjusting content in VR games: the case of fear
Video games are complex multidisciplinary artefacts, that more and more include sophisticated narrative content able to leverage emotions in players. Due to their interactive nature, they should meet the expectation of a diversified audience. Till now the problem of automatically adapting content to players have focused mainly on gameplay-related aspects, and too few attentions have been devoted to track players emotions to adjust coherently the narrative of the game. This issue becomes more evident in Virtual Reality (VR) based games, in which the immersivity is drastically emphasized, and for specific game-genres, such as horror games. We have tackled this issue by designing and developing a system that tracks the behaviour of the players to adapt the content of a horror VR game, increasing or decreasing drastically its frightening elements according to how much a specific player “likes to be scared”. We have then tested our proposed solution with a sample of players, obtaining some preliminary encouraging results.
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