基于不同游戏平台评估玩家体验的多模式方法

IF 0.7 4区 管理学 Q3 COMMUNICATION International Journal of Mobile Communications Pub Date : 2020-03-09 DOI:10.1504/IJMC.2020.10017990
Çakir Aker, Yavuz Inal, Kerem Rızvanoğlu
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引用次数: 2

摘要

这项实验研究的目的是采用多模式方法来分析PC和手机游戏平台上的玩家体验,并确定可能影响这种体验的因素以及有效测量这种体验的方法。通过可用性量表、半结构化访谈和玩家观察,丰富了游戏体验问卷。数据收集自20名大学生,这些大学生是从从未玩过《植物大战僵尸》的休闲玩家中挑选出来的。研究结果显示,在PC平台上玩游戏的玩家比在手机平台上玩游戏的玩家表现出更积极的情绪。每个平台上游戏体验项目之间的双变量相关性表明,心流、能力和挑战是游戏体验的标记成分,它们因玩家在每个平台上的游戏体验而有所不同。
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A Multi-Modal Approach for Evaluating Player Experience on Different Gaming Platforms
The aim of this experimental study was to adopt a multi-modal approach to analyse player experience on PC and mobile gaming platforms, and identify both the factors that potentially have an effect on this experience and the set of methods that are effective on measuring it. Game experience questionnaire was enriched through usability scales, semi-structured interviews and player observations. Data was collected from 20 undergraduate university students that were selected from casual gamers that had never played the Plants vs. Zombies game before. Results of the study showed that participants who played on the PC platform declared more positive feelings when compared to the players of the mobile platform. The bivariate correlations between the game experience items on each platform showed that flow, competence, and challenge were the marker components of game experience that differed due to the players' game experience on each platform.
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来源期刊
自引率
12.50%
发文量
66
期刊介绍: The world of mobile communications is not a trend, but a phenomenon. IJMC, a fully refereed journal, publishes articles that present current practice and theory of mobile communications, mobile technology, and mobile commerce applications. Topics covered include Integrated mobile marketing communications Wireless advertising/CRM Telematics, pervasive computing Incoming/outgoing wireless links Location management Diffusion, security, efficacy, interaction/integration Metric mobile business enterprises PDAs in services delivery M-/u-business models, m-/u-commerce Digital office, groupware, roomware Mobile ad hoc networking, wireless information assurance Nomadic/portable communications Cross-cultural mobile communications Teaching mobile communication applications Mobile/handheld devices in the classroom, tele-learning.
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