文化手机游戏:面向“多人”设计

M. Vayanou, G. Loumos, A. Kargas, O. Sidiropoulou, K. Apostolopoulos, Ermis Ioannidis, G. Kakaletris, Y. Ioannidis
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引用次数: 5

摘要

本文探讨了艺术展览环境中数字媒介、游戏化体验的设计。我们使用轨迹HCI框架进行分析和设计,将整体体验分解为不同的层次。首先,我们开发了一款故事游戏,旨在让“许多”访问者都能体验到,利用团队玩法促进团队成员之间的社交互动。其次,游戏化的体验在“许多”物理空间中展开,包含多个艺术品收藏。我们模拟了不同的空间布局,并讨论了这些布局如何影响不断变化的群体体验。最后,“许多”代表重复访问:一次又一次地邀请人们参与游戏化的文化体验,与潜在的新群体和不同的展览,我们检查先前游戏参与的影响。在整篇论文中,我们展示了轨迹的使用如何使我们能够以一种综合的、整体的方式清楚地反映和调查所有上述的“许多”。
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Cultural Mobile Games: Designing for ‘Many’
This paper explores the design of digitally mediated, gamified experiences in the environment of art exhibitions. We use the trajectories HCI framework for analysis and design, decomposing the overall experience in different levels. First, we develop a storytelling game that is meant to be experienced by ‘many’ visitors, leveraging a group gameplay that fosters social interactions between the group members. Second, the gamified experience unfolds in ‘many’ physical spaces, with multiple collections of artworks. We model alternative spatial layouts and discuss how these affect the evolving group experience. Finally, ‘many’ stands for repeat visits: inviting people in gamified cultural experiences over and over again, with potentially new groups and in different exhibitions, we examine the impact of prior game participation. Throughout the paper, we showcase how the use of trajectories enables us to clearly reflect and investigate all the aforementioned ‘manies’, in a combined, holistic way.
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