Anthony Pellicone, David Weintrop, D. Ketelhut, Ekta Shokeen, Michel Cukier, J. Plane, Firoozeh Rahimian
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引用次数: 2
摘要
大声思考是一种收集设计数据的常见方法,即玩家向引导者描述自己的游戏。游戏促进了沉浸感和玩家的存在感,这与传统的有声思考方法相矛盾。这项工作引入了一种新型的有声思考协议,用于基于游戏的环境,利用游戏文化中的视频博客和直播类型。这种被称为“大声播放测试”的新方法,让参与者扮演游戏主播的角色,在玩游戏时表达他们的想法、感受和体验——模仿直播评论。本文使用《HEX of the Turtle Islands》游戏的测试数据来展示Play Aloud方法的潜力。我们强调Play Aloud测试如何生成有用的数据,以一种真实的数字游戏格式和与青少年游戏实践一致的方式,提供对年轻玩家体验的洞察。
Playing Aloud: Leveraging Game Commentary Culture for Playtesting
Think-alouds are a common method of collecting design data where a player describes their play for a facilitator. Games promote a feeling of immersivity and player presence, which is in tension with traditional think-aloud methods. This work introduces a new type of think-aloud protocol intended for game-based contexts which leverages the genres of video blogging and livestreaming in game culture. This new approach, called Play Aloud testing, has participants take on the role of a game streamer by expressing their thoughts, feelings, and experiences as they play – modeled after live streaming commentary. This paper demonstrates the potential of the Play Aloud approach using playtest data from a game called HEX of the Turtle Islands. We highlight how Play Aloud testing generated useful data providing insight into the experience of young players in a way that was authentic to the format of digital games and consistent with youth gaming practices.