游戏流和玩家体验测量:概念结构的初步比较

P. Sweetser, Daniel M. Johnson
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引用次数: 7

摘要

GameFlow是一种广泛使用的玩家享受模型,自首次发布以来就被用于设计和评估许多游戏和游戏类体验。尽管GameFlow已被用作许多调查的基础,但尚未提出或验证正式的操作。这就提出了一个问题,即开发GameFlow衡量标准是否值得。在本文中,我们报告了一项研究的结果,该研究将GameFlow与玩家体验测量一起用作在线策略游戏的评估工具。游戏《Neptune’s Pride 2: Triton》中的12个利益相关者(开发者、玩家、研究人员和记者)使用GameFlow标准进行了专家评论。玩家体验调查,结合心流状态量表和玩家需求满意度体验,也由351名玩家完成。我们会思考每种工具的交互作用、概念结构和价值,以及GameFlow模型未来发展的重点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs
GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluating many games and gamelike experiences since its first publication. Although GameFlow has been used as a basis for many surveys, no formal operationalisation has been proposed or validated. This raises the question of whether the development of a GameFlow measure is a worthwhile endeavour. In this paper, we report findings of a study in which GameFlow was used as an evaluation tool for an online strategy game, in conjunction with player experience measures. Expert reviews, using the GameFlow criteria, were conducted by 12 stakeholders (developers, players, researchers, and journalists) in the game Neptune's Pride 2: Triton. Player experience surveys, incorporating the Flow State Scale and Player Experience of Need Satisfaction, were also completed by 351 players. We reflect on the interaction, conceptual constructs, and value of each instrument, and where future development of the GameFlow model should focus.
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