非高峰:普通玩家体验的检验

April Tyack, Elisa D. Mekler
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引用次数: 11

摘要

电子游戏日益增长的文化相关性和对日常使用环境的渗透表明,它们不再被视为新奇事物。一般来说,CHI的游戏研究涉及两种形式的高峰体验——历史上,研究旨在支持流,或最大化乐趣和积极情绪;最近,学术研究涉及更多不同的强烈情感体验,比如情感挑战。这两种方法以不同的方式强调非凡的玩家体验。相反,随着电子游戏文化的发展,玩电子游戏和玩PX变得越来越常规——事实上,越来越普通。在本文中,我们认为HCI游戏研究在概念上不适合调查这些日益普遍且令人向往的体验。我们将“普通玩家体验”概念化,即熟悉的、情绪温和的、共同关注的、抽象的令人难忘的体验。我们将讨论在HCI游戏研究中有效使用普通PX的机会,以及PX和玩家福利的概念含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Off-Peak: An Examination of Ordinary Player Experience
Videogames’ increasing cultural relevance and suffusion into everyday use contexts suggests they can no longer be considered novelties. Broadly speaking, games research at CHI has concerned two forms of peak experience—historically, research aimed to support flow, or maximise enjoyment and positive emotions; more recently, scholarship engages with more varied experiences of intense emotion, such as emotional challenge. In different ways, both approaches emphasise extra-ordinary player experience (PX). Conversely, videogame play and PX have become more routine—indeed, more ordinary—as the medium’s cultural presence grows. In this paper, we argue that HCI games research is conceptually ill-equipped to investigate these increasingly common and often desirable experiences. We conceptualise “ordinary player experience” – as familiar, emotionally moderate, co-attentive, and abstractly memorable – articulating a phenomenon whose apparent mundanity has seen it elude description to date. We discuss opportunities to productively employ ordinary PX in HCI games research, alongside conceptual implications for PX and player wellbeing.
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