游戏玩法中积极和消极影响的错误二分法

M. Birk, I. Iacovides, Daniel M. Johnson, R. Mandryk
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引用次数: 18

摘要

大多数时候,游戏让我们感到快乐,但有时它们也会让我们感到沮丧或悲伤。它们让我们体验快乐、成功和喜悦,但它们也会产生沮丧、失败或悲伤的感觉,这些感觉来自更黑暗的主题。在游戏中,我们可以体验到各种各样的情绪,包括积极的和消极的。虽然积极的体验通常是目标,但消极影响也可以通过许多方式增强游戏体验。首先,游戏中失败和挫折的自虐体验在克服后会导致强烈的积极情绪。其次,消极的情感体验,如感到不舒服、内疚或悲伤,也可以提供额外的情感范围,这是玩家所重视的。第三,近年来出现了许多游戏,鼓励玩家思考那些不太可能产生积极情绪的困难或具有挑战性的问题。CHIPLAY 2015虚假二分法研讨会专注于游戏中的效价范围,并邀请来自各个领域的专家来帮助我们理解游戏中积极和消极影响之间的相互作用。研讨会的目标是调查积极和消极情感之间的相互作用,确定我们的知识差距,确定未来的研究方向,并建立对游戏中积极和消极情感之间的错误二分法感兴趣的人的社区。研讨会将包括一个简短的介绍游戏,随后是小组头脑风暴,小组互动和闭幕全体会议讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The False Dichotomy between Positive and Negative Affect in Game Play
Most of the time games make us happy, but sometimes they are frustrating or make us feel sad. They allow us to experience pleasure, success and joy, but they can also yield feelings of frustration, failure, or sorrow from darker themes. In games, we can experience the full range of emotions -- both positive and negative. While a positive experience is often the goal, there are many ways in which negative affect can enhance play. First, the almost masochistic experience of failure and frustration within play can lead to intense positive feelings when overcome. Second, negative emotional experiences, such as feeling uncomfortable, guilty, or sad can also provide additional emotional range that is valued by players. Third, a number of games have emerged in recent years that encourage players to think about difficult or challenging issues that are unlikely to engender positive emotions. The CHIPLAY 2015 False Dichotomy Workshop focuses on the range of valence in games and invites experts from across fields to contribute to our understanding of the interplay between positive and negative affect within play. The workshop goals are to investigate the interplay between positive and negative affect, identify gaps in our knowledge, determine future research directions, and build the community of people interested in the false dichotomy between positive and negative affect in games. The workshop will consist of a brief introduction game, followed by group brainstorming, small group interaction, and a closing plenary discussion.
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