在有人死亡之前,一切都是有趣的游戏:永久死亡欣赏是悲伤和死亡突出的功能

IF 0.7 Q3 COMMUNICATION
M. West, Elizabeth L. Cohen, J. Banks, Alan K. Goodboy
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引用次数: 1

摘要

挑战是电子游戏中主要的满足感,角色死亡的惩罚通常是对糟糕表现的反应,要求玩家恢复或重新开始。但有些玩家会更进一步,选择带有permadeath功能的游戏:游戏角色的永久死亡,没有机会恢复该角色。这些体验可能会让玩家产生情感负担,但在某些情况下,它们可以增强游戏体验的意义。从在线游戏论坛招募的参与者(N = 394)被随机分配报告过去的永久死亡或暂时死亡游戏体验,以帮助理解这两种形式的死亡体验如何不同地影响情感反应、死亡率显著性和欣赏反应。永久死亡的回忆与增加的欣赏有关,由报告的死亡悲伤调解。这种间接影响对于那些对他们的性格有更强的副社会依恋的人以及那些参与特征意义构建的倾向较低的人来说更强。这些发现暗示,那些不太倾向于从日常压力源中寻找意义的玩家,更有可能从游戏世界中的悲剧中获得意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
It’s all fun and games until somebody dies: Permadeath appreciation as a function of grief and mortality salience
Challenge is a key gratification sought in video games, and punishment by character death is often the repercussion for poor performance, requiring players to recover or restart. But some gamers go a step further and opt into games that feature permadeath: the permanent death of a game character with no opportunity to recover that character. These experiences may be emotionally taxing for players, but under some circumstances, they can enhance the meaningfulness of the play experience. Participants (N = 394) recruited from online gaming forums were randomly assigned to report on a past permadeath or temporary death gaming experience in order to help understand how the two forms of death experiences may differently impact affective responses, mortality salience and appreciation responses. Permadeath recollections were associated with increased appreciation, mediated by reported grief over the deaths. This indirect effect was stronger for those with stronger parasocial attachments to their characters and those with decreased tendencies to engage in trait meaning making. These findings hint that players less inclined to find meaning in everyday stressors could be more likely to derive meaning from their tragedies in game worlds.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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