Being enjoyably challenged is the key to an enjoyable gaming experience: an experimental approach in a first-person shooter game.

Socioaffective neuroscience & psychology Pub Date : 2018-05-15 eCollection Date: 2018-01-01 DOI:10.1080/20009011.2018.1474668
Anne Corcos
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引用次数: 13

Abstract

Applied to video games, Csikszentmihalyi's work on flow evidences that a positive gaming experience is intrinsically self-rewarding and primarily determined by the skill/challenge balance. A multi-layered measure of enjoyment is built to take these components into account. Gamers were asked to report the concentration-enjoyment they experienced during a first-person shooter game, and to better assess the gap between skill and challenge, the challenge enjoyment was also rated. Along with concentration level, concentration enjoyment is used to build a gaming experience typology that accounts for the self-rewarding component. An enjoyment-based challenge mapping is also drawn up, crossing challenge enjoyment and challenge level. The results show that this integrative enjoyment measure strengthens the causal link between challenge and gaming experience. Most importantly, the findings suggest that challenge or concentration-based enjoyment measures outweigh the standard concentration and difficulty measures as they are more likely to ensure a pleasant and positive experience (flow or relaxation) for the gamers. Indeed, regardless of the reported level of challenge, a gamer is more likely to have a positive experience when challenged at a level she perceives as pleasant. This article emphasizes the importance for game publishers of gathering enjoyment-based concentration and challenge assessments to ensure a positive gaming experience and gamers' commitment.

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有趣的挑战是获得有趣游戏体验的关键:第一人称射击游戏中的实验方法。
应用于电子游戏,Csikszentmihalyi关于心流的研究表明,积极的游戏体验本质上是自我奖励的,主要由技能/挑战平衡决定。一个多层次的乐趣衡量标准就是考虑到这些因素。玩家被要求报告他们在第一人称射击游戏中体验到的专注感,为了更好地评估技能和挑战之间的差距,挑战感也被评级。除了专注水平,专注乐趣也被用于构建游戏体验类型,即自我奖励成分。我们还绘制了一幅基于乐趣的挑战地图,将挑战乐趣与挑战等级相结合。结果表明,这种综合乐趣测量强化了挑战和游戏体验之间的因果关系。最重要的是,研究结果表明,基于挑战或专注的乐趣度量比标准的专注和难度度量更重要,因为它们更有可能为玩家带来愉快和积极的体验(心流或放松)。事实上,无论报告的挑战水平如何,当玩家在自己认为愉快的关卡中受到挑战时,他们更有可能获得积极的体验。本文强调了游戏发行商收集基于乐趣的注意力和挑战评估的重要性,以确保积极的游戏体验和玩家的承诺。
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