笑中的玩家情感

Minako O’Hagan, Marian Flanagan
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引用次数: 1

摘要

这项研究的动机是基于这样一种假设,即如今以功能为导向的游戏本土化方法可以通过结合以情感为导向的方法而得到改进。它借鉴了游戏中的“情感框架”概念,将幽默作为“情感刺激”。研究人员从德国、日本和爱尔兰的参与者中收集了笑声作为情绪数据,这些参与者正在玩美国休闲游戏《植物大战僵尸》的母语相关版本。这一小规模的实证研究结合了玩家访谈和游戏轨迹,揭示了玩家情绪在这三个群体中的特定功能,最常见的是在游戏过程中作为一种解脱,通过幽默的情感功能促进玩家保持粘性的能力。数据表明,德国人比其他国家的人更重视通过幽默来建立情感框架,这种幽默与文化相关。这一群体消极地看待游戏中的文化刻板印象,而爱尔兰人则积极地看待文化联系。对用户情感的关注将被忽视的情感维度带到了前台,并将面向情感的游戏本土化作为一种跨学科研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamer emotions in laughter
This study is motivated by the assumption that today’s function-oriented game localisation approach has room for improvement by incorporating an affect-oriented approach. It draws on the concept of “affective framing” in a game with humour as “emotionally competent stimuli”. Laughter as emotion data were collected from German, Japanese and Irish participants playing in their native language relevant versions of the US-origin casual game Plants vs. Zombies. This small-scale empirical study, combined with gamer interviews and gameplay trajectory, reveal evidence of specific functions of gamer emotions across all three groups, most often as a relief during game play, facilitating the gamer’s ability to retain engagement by accessing the emotional function of humour. The data suggest that affective framing through humour that is made culturally relevant is deemed more important for the German group than the other groups. This group negatively perceived cultural stereotypes in the game, whereas the Irish group perceived cultural associations positively. The focus on user emotions brings the neglected affective dimension to the fore and towards affect-oriented game localisation as interdisciplinary research.
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