角色能力框架:角色创造界面中的能力映射和设计趋势

Victoria McArthur, Robert J. Teather, J. Jenson
{"title":"角色能力框架:角色创造界面中的能力映射和设计趋势","authors":"Victoria McArthur, Robert J. Teather, J. Jenson","doi":"10.1145/2793107.2793121","DOIUrl":null,"url":null,"abstract":"Avatar customization is available in many games, but as yet there is no analytical framework capable of enabling systematic comparison between games. To investigate this issue, we present our novel analytical framework, referred to as the Avatar Affordances Framework. To model the framework, we analyze the character creation interfaces of 20 games. We focus in particular on the different ways gender and ethnicity are presented to players. Preliminary analysis reveals that many popular games have socially exclusive values, and that high fidelity character creation interfaces are no exception. The framework itself offers a more comprehensive tool than previous (e.g., count-based) approaches to investigating self-representation issues in character creation interfaces.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"29","resultStr":"{\"title\":\"The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces\",\"authors\":\"Victoria McArthur, Robert J. Teather, J. Jenson\",\"doi\":\"10.1145/2793107.2793121\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Avatar customization is available in many games, but as yet there is no analytical framework capable of enabling systematic comparison between games. To investigate this issue, we present our novel analytical framework, referred to as the Avatar Affordances Framework. To model the framework, we analyze the character creation interfaces of 20 games. We focus in particular on the different ways gender and ethnicity are presented to players. Preliminary analysis reveals that many popular games have socially exclusive values, and that high fidelity character creation interfaces are no exception. The framework itself offers a more comprehensive tool than previous (e.g., count-based) approaches to investigating self-representation issues in character creation interfaces.\",\"PeriodicalId\":287965,\"journal\":{\"name\":\"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"12 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-10-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"29\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2793107.2793121\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2793107.2793121","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 29

摘要

角色定制在许多游戏中都是可行的,但到目前为止还没有能够在游戏间进行系统比较的分析框架。为了研究这个问题,我们提出了一个新的分析框架,称为“化身能力框架”。为了对框架建模,我们分析了20个游戏的角色创建界面。我们特别关注性别和种族呈现给玩家的不同方式。初步分析显示,许多流行游戏都具有社交专属价值,高保真度的角色创造界面也不例外。该框架本身提供了一个比以前(例如,基于计数)的方法更全面的工具来调查角色创建界面中的自我表现问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces
Avatar customization is available in many games, but as yet there is no analytical framework capable of enabling systematic comparison between games. To investigate this issue, we present our novel analytical framework, referred to as the Avatar Affordances Framework. To model the framework, we analyze the character creation interfaces of 20 games. We focus in particular on the different ways gender and ethnicity are presented to players. Preliminary analysis reveals that many popular games have socially exclusive values, and that high fidelity character creation interfaces are no exception. The framework itself offers a more comprehensive tool than previous (e.g., count-based) approaches to investigating self-representation issues in character creation interfaces.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信