八种电子游戏体验

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
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引用次数: 0

摘要

游戏体验研究是游戏研究中一个成熟的领域,有许多模型支持。这些模型虽然很有价值,但往往侧重于分析特定背景下的游戏体验,而不是促进比较分析。针对这一研究空白,我们的研究以经验为基础,确定了各种游戏中普遍存在的游戏体验类型。通过分析 1,193 名调查对象提供的 5,372 项游戏体验描述,本研究采用了受定性访谈流程启发的调查设计,有助于全面了解影响这些体验的各种因素。通过潜类分析,我们划分出八种不同的游戏体验类型:令人信服的挑战、身临其境的探索、富有创意的关怀、充满活力的冲刺、竞争激烈的射击、欢快的弹跳、战略管理和日常居住。每种类型都从潜类分析变量和附加调查变量两方面进行了分析,从而加深了我们对其独特性和可比性的理解。这种方法揭示了游戏体验的多面性,拓宽了我们对不同游戏类型中玩家参与度的认识,为游戏设计、市场营销和未来研究提供了实际意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Eight types of video game experience

The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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