非欧几里得电子游戏:探索玩家在不可能空间中的感知和体验

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Daniil Osudin;Alena Denisova;Christopher Child
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引用次数: 0

摘要

非欧几里得几何有潜力用于电子游戏中的新颖互动,并创造现实世界中不可能存在的虚拟空间。为了探索玩家如何在视频游戏中感知和体验它们,我们改编了两个著名的2d游戏,Snake和Asteroids,在传统的虚拟空间之外创建了两个版本——双曲和球形环境——并对这三个版本的游戏进行了主题内设计用户研究。结果表明,在两种非欧几里得版本中,经验掌握和控制较低,而感知沉浸和挑战在这三种情况下没有显著差异。我们还报告了参与者的定性发现,这些发现为这些环境的感知和体验提供了进一步的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Non-Euclidean Video Games: Exploring Player Perceptions and Experiences Inside Impossible Spaces
Non-Euclidean geometry has the potential to be used for novel interactions in video games and create virtual spaces that are not physically possible in the real world. To explore how players perceive and experience them in video games, we have adapted two well-known 2-D games, Snake and Asteroids to create two versions in addition to the conventional virtual space—with hyperbolic and spherical environments—and conducted a within-subject design user study on all three versions of these games. The results show that experienced mastery and control are lower when playing the two non-Euclidean versions while perceived immersion and challenge do not differ significantly between these three conditions. We also report on the qualitative findings from our participants, which provide further insights into the perception and experiences of these environments.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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