Game Dynamics that Support Snacking, not Feasting

Dmitry Alexandrovsky, M. A. Friehs, M. Birk, Rowan K. Yates, R. Mandryk
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引用次数: 18

Abstract

Player experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction---called snacking ---may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired.
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支持零食而非盛宴的游戏动态
玩家体验研究倾向于关注沉浸式游戏,即将我们吸引到一个游戏回合中长达数小时;然而,对于在移动设备上玩的休闲游戏来说,一种被称为“零食”的简短日常互动模式可能对公司来说是最有利可图的,对玩家来说也是最愉快的。为了指导休闲游戏的设计,我们对成功的商业休闲游戏的游戏机制进行了内容分析。我们确定了5个单人游戏动态:即时奖励、新鲜感、任务完成、等待和阻碍。在将它们置于动机理论之后,我们开发了一款游戏,其中可以单独包含培养每种动态的游戏机制,并进行了两项研究,以确定它们在培养吃零食行为模式方面的相对功效,在新颖性和等待中发现了巨大的潜力。我们的工作为游戏设计提供了信息,这些游戏需要有规律的、简短的互动。
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