E代表每个人?虚拟角色创建界面的社交包容性设计最佳实践

Victoria McArthur, J. Jenson
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引用次数: 9

摘要

角色自定义是许多游戏的共同功能,但许多角色创建界面在如何调节和约束自我表现方面存在很大问题。为了研究这一问题,我们提出了一个新的分析框架,用于系统分析游戏中的角色创建界面。为了模拟这个框架,我们分析了四款游戏的角色创造界面,以说明性别和种族呈现给玩家的不同且经常存在问题的方式。根据这一分析,我们列出了一系列帮助游戏设计师创造社交包容性游戏的最佳实践。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces
Avatar customization is a feature common to many games, yet a number of character creation interfaces are highly problematic in how they mediate and constrain self-representation. In order to investigate this issue, we present a new analytic framework for the systematic analysis of character creation interfaces in games. To model this framework, we present an analysis of the character creation interfaces of four games in order to illustrate the different, and often problematic ways gender and ethnicity are presented to players. From this analysis, we present a list of best practices to help game designers create socially inclusive games.
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