先别翻桌子:棋盘游戏中的视觉和认知人体工学分析框架

IF 2.4 2区 文学 Q1 COMMUNICATION
Marcello Passarelli, Michele Masini, Tommaso Francesco Piccinno, Alessandro Rizzi
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引用次数: 0

摘要

棋盘游戏为玩家提供了身临其境的愉悦体验,但也可能带来可用性方面的挑战。本文提出了一个分析棋盘游戏设计的综合框架,重点是找出那些会在不经意间让玩家感到困难或疲劳的元素。所提出的框架将棋盘游戏作为玩家与棋盘游戏机制之间的用户界面进行分析,从而在不改变基本规则的情况下将重点放在表现形式方面。这样做的目的是保留那些能增强游戏性的刻意设计挑战,同时找出对游戏体验有负面影响的元素。我们采用的方法是从观察玩家的行为线索开始,推断玩家的内部状态,如认知或视觉疲劳。这些推断出的状态可作为识别游戏组件或表现形式中存在问题的特征的基础。我们将通过一系列案例研究来说明该框架,并通过成例分析方法提供分析过程的实际案例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Don't Flip the Table Yet: A Framework for the Analysis of Visual and Cognitive Ergonomics in Board Games
Board games provide immersive and enjoyable experiences for players, but they can also pose usability challenges. This article presents a comprehensive framework for analyzing board game design, focusing on identifying the elements that make play inadvertently difficult or fatiguing. The proposed framework analyses board games as a user interface between the players and the board game mechanics, thereby focusing on the presentation aspects without altering the underlying rules. The intent is to preserve the deliberate design challenges that enhance gameplay while pinpointing the elements that affect the game experience negatively. We employ a methodology that begins with the observation of players’ behavioral cues to infer internal states such as cognitive or visual fatigue. These inferred states serve as a basis to identify problematic features in the game components or presentation. We illustrate the framework through a series of case studies, providing practical examples of the analysis process through an idiographic approach.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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