用户对通过数字传统游戏获得奖励和学习的看法

Nur Azzah Abu Bakar, Noraziah ChePa
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摘要

如今的年轻一代太沉迷于《Slither》等数字游戏。《绝地求生》、《皇室战争》、《Dota 2》、《Battleplans》和《1010》在最受欢迎和最令人上瘾的数字游戏排行榜上名列前五。这些数字当代游戏专注于娱乐、乐趣和刺激。然而,数字传统游戏的发展更侧重于通过适合千禧一代或所谓的“网络一代”的平台来保存文化。他们对传统的游戏知之甚少,比如贡卡克、加瓦斯或哈吉,这些都是他们社区文化特征的象征。一种传统的游戏,如蛇和梯子,也被用作教学工具来教授计数。尽管这些游戏在过去几年就以数字形式出现了,但从下载率来看,它们却只取得了最小的成功,远低于现代数字游戏。有鉴于此,我们开发了两种传统游戏原型,它们强调加入奖励以使游戏对千禧一代更具吸引力。用户感知的数据是通过一项调查收集的,其中70名受访者测试了原型并回答了问卷。调查结果显示,大多数受访者认为奖励在游戏的各个关卡中都很重要,不仅能够激励和吸引玩家,还能帮助他们生存下去。研究结果也揭示了数字传统游戏对学习的积极影响。
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User perception towards rewards and learning through digital traditional games
Younger generation nowadays have been too much exposed and being hooked to digital games such as Slither.io, Clash Royale, Dota 2, Battleplans and 1010 which have made the top five in the list of the most popular and addictive digital games. These digital contemporary games focus on entertainment, fun and excitement. The development of digital traditional games, however, focuses more on preserving culture through a platform suitable to the millennials or the so-called “net generation”. Little do they know about traditional games such as congkak, gasing or dam haji which are the symbols for cultural characteristics of their community. A traditional game such as the snake and ladder were also used as a teaching tool for teaching counting. Despite being in digital form since the past few years, these games only met with minimum success when measured in terms of the download rate which is far below the rate of digital contemporary games. In light of this, two prototypes of traditional game have been developed in which the emphasis is given on incorporating rewards to make the games more attractive to the millennials. Data on user perception was gathered through a survey in which seventy respondents tested the prototypes and answered the questionnaire. The result shows that the majority of the respondents agree rewards are important at every level of the games to motivate and engage the players, as well as to help them survive. The result also reveals the positive influence of digital traditional game on learning.
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