只针对休闲玩家?:调查玩家在全身游戏互动中的差异

R. Mizobata, Chaklam Silpasuwanchai, Xiangshi Ren
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引用次数: 7

摘要

在视频游戏中,全身动作手势可以实现逼真和直观的输入。然而,关于不同类型的玩家如何参与/脱离全身游戏互动,我们却知之甚少。在本文中,我们采用用户输入方法,探索玩家在全身手势交互(即Kinect)方面的差异及其偏好。具体来说,我们假设有三个人为因素会影响玩家在全身游戏互动中的参与度,即玩家的成功动机(成就者vs休闲玩家)、移动动机(移动者vs非移动者)和游戏专业知识(玩家vs非玩家)。为了探索这些假设,我们进行了一项实验,让参与者玩三种不同的电子游戏,支持全身游戏手势。结果表明,这三个因素对玩家粘性具有显著的相关性和主要影响。研究结果还表明,影响玩家偏好的三个重要游戏属性是:认知挑战水平、身体挑战水平和现实互动水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Only for casual players?: investigating player differences in full-body game interaction
Full-body motion gestures enable realistic and intuitive input in video games. However, little is known regarding how different kinds of players engage/disengage with full-body game interaction. In this paper, adopting a user-typing approach, we explore player differences and their preferences in full-body gesture interaction (i.e., Kinect). Specifically, we hypothesize three human factors that influence player engagement in full-body game interaction, i.e., the player's motivation to succeed (achiever vs. casual player), motivation to move (mover vs. non-mover), and game expertise (gamer vs. non-gamer). To explore the hypotheses, we conducted an experiment where participants were tasked with playing three different video games supporting full-body game gestures. The results suggest a significant correlation and main effect of the three factors on players' engagement. The results also suggest three important game properties that affect players' preferences: level of cognitive challenge, level of physical challenge and level of realistic interaction.
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