研究协作嵌入互动游戏中的玩家体验

Konstantinos Karadimitriou, M. Roussou
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引用次数: 13

摘要

在本文中,我们描述了一项研究进行了评估玩家体验的协作全身数字游戏;在这种情况下,体验被定义为学习和参与的感觉。研究人员观察了97名小学生(10-11岁)在小组中与游戏互动的过程,该游戏被安装在一个非正式的科学教育娱乐公园中,作为永久性展品。采用定量方法(前后测试、教师问卷)和定性方法(观察、访谈)收集数据。结果表明,孩子们认为游戏的教育属性是合作和练习身体技能(如身体的平衡)。同时,玩家将游戏的主要粘性元素描述为:社交互动、自由选择、移动、明确定义的目标和交互性。这些特点与展览的学习目标是一致的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Studying Player Experience in a Collaborative Embodied Interaction Game
In this paper, we describe a study carried out to evaluate the players' experience with a collaborative full-body digital game; experience, in this case, is defined as both the feeling of learning and engagement. 97 primary school students (aged 10-11) were observed while interacting in groups with the game, which is installed as a permanent exhibit in an informal science education fun park. Both quantitative (pre- and post-tests, teacher questionnaires) and qualitative methods (observation, interviews) were used to collect data. Results indicate that the children perceived the educational attributes of the game as those of cooperation and practicing physical skills (e.g., equilibration of their bodies). At the same time, the game's main engagement elements were described by its players as being: social interaction, free choice, movement, its clearly defined goals and interactivity. These characteristics worked in tandem with the learning goals of the exhibit.
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