极简主义电子游戏设计的玩家体验:独立恐怖游戏《铁肺》的案例研究

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-03-04 DOI:10.1177/15554120241235437
Mienke Fouché
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引用次数: 0

摘要

玩家对极简主义视频游戏的体验并没有很好的记录。本文通过探讨玩家在极简主义恐怖视频游戏《铁肺》中的体验,弥补了这一空白。这款游戏被认为采用了独特的游戏方法来影响玩家。案例研究设计采用了 Caroux 等人的玩家与视频游戏互动和 Nealen 等人的极简视频游戏设计特征,并通过情感理论进行观察,以思考身体(视频游戏)如何影响其他身体(玩家)。我们对部分玩家评论进行了主题分析,并观察和分析了三个视频流。结果表明,大多数玩家都按照开发者的意图受到了影响,开发者使用了混淆、故意笨拙的机制和独特的游戏节奏。本文填补了玩家对极简游戏设计体验的空白,为极简设计领域做出了贡献。这对电子游戏设计师、极简主义设计师、互动体验设计师、场景设计师或环境设计专家都很有帮助。
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Player Experience of Minimalist Video Game Design: Case Study of Indie Horror Iron Lung
Player experiences of minimalist video games are not well documented. This article addresses this gap by exploring players’ experiences of the minimalist horror video game Iron Lung. This game is identified as employing unique methods of gameplay toward affecting players. A case study design was framed using Caroux et al.’s player–video game interactions and Nealen et al.’s minimalist video game design characteristics and observed through affect theory to consider how bodies (video games) affect other bodies (players). A selection of player reviews was thematically analyzed, and three video streams were observed and analyzed. Results demonstrate that most players were affected as the developer intended using obfuscation, deliberately clumsy mechanics, and unique gameplay pacing. This article contributes to the field of minimalist design by filling the gap of player experiences of minimalist game design. This is useful to video game designers, minimalist designers, interactive experience designers, scenographers, or environmental design specialists.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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