平衡游戏视觉清晰度和吸引力的模型

Hua Bai, Björn Berg Marklund, Ulf Wilhelmsson
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摘要

在严肃的游戏开发中,图像设计需要引人注目,同时还要以负责任、准确和清晰的方式描绘主题内容。之前的研究表明,抽象和象征性的游戏视觉效果似乎更适合学习和提供引人入胜的体验。我们的研究重点是描述通过跨文化的游戏图形创造有效的视觉交流所涉及的挑战。我们特别感兴趣的是,在不同的文化人口统计中,某些视觉交流风格是否更有效。为此,我们制作了一款严肃的游戏,旨在向尼泊尔和瑞典学校的青少年宣传健康的食物和营养习惯,并以此激励他们改变行为,养成更健康的饮食习惯。我们目前正在进行研究,以了解两个人口领域的偏好和图像识别是否有所不同。本文将只讨论在尼泊尔进行的探索性研究。最后,本文旨在为开发者提供开发指南,帮助他们在严肃游戏中创造更有效的视觉交流,我们主要关注于探索游戏图像创作中所谓的“清晰度”和“吸引力”之间的妥协。我们提出了一个初始模型,用于选择在现实主义/抽象和分类层次方面,严肃游戏的图像组件应该在什么水平上得到最佳制作,以解决严肃游戏中精确、无误且吸引人的视觉效果的难题。这一切都归结为两个主要决策:定义要描述的项目的分类层次结构,以及选择描述它们的样式。通过更好地理解不同的游戏视觉效果何时更合适,无论是在风格上还是在对象的表现上,游戏开发者将能够更好地平衡制作成本,同时创造出在清晰度和吸引力之间达成妥协的东西。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Model for Balancing Clarity and Appeal in Serious Game Visuals
In serious game development, graphic design needs to be eye-catching, while also depicting subject matter content in a responsible, accurate, and clear way. Previous research has shown that abstract and symbolic game visuals seem to be preferable for learning and providing an engaging experience. Our research focuses on describing the challenges involved in creating effective visual communication through game graphics in cross cultures. In particular, we’re interested in examining if certain styles of visual communication are more or less effective between different cultural demographics. To examine this, we have created a serious game which aims to promote healthy food and nutrition habits to teenagers in both Nepalese and Swedish schools and by doing so also motivate behavioral changes toward healthier eating habits. We are currently conducting studies to see whether preferences and image recognition differ between the two demographical spheres. This paper will only discuss the exploratory study done in Nepal. Ultimately, this paper aims to contribute development guidelines that can aid developers in creating more effective visual communication in their serious games, and we primarily focus on exploring what we call the compromise of ‘clarity’ and ‘appeal’ in the creation of game graphics. We present an initial model for choosing at what level in terms of realism/abstraction and taxonomic hierarchy the graphical components of serious games optimally should be produced in order to solve the dilemma of precise, unmistakable, yet appealing visuals in serious games. It all comes down to two primary decisions: defining the taxonomic hierarchy of the items to depict, and choosing the style in which to depict them. With a better understanding of when different game visuals are more or less appropriate, both in terms of style and in which objects are represented, game developers will be able to balance production costs better while also creating something that strikes the compromise between clarity and appeal.
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