Entertainment Computing – ICEC 2009

Entertainment Computing – ICEC 2009
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娱乐计算 – ICEC 2009

DOI:
10.1007/978-3-642-04052-8
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发表时间:
2009
期刊:
2023 Optical Fiber Communications Conference and Exhibition (OFC)
影响因子:
--
通讯作者:
J. Dupire
J. Dupire
中科院分区:
--
文献类型:
--
作者:
S. Natkin;J. Dupire

文献摘要

被引文献

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本研究以74名被试为被试,探讨游戏难度和游戏表现对游戏乐趣的影响。参与者玩第一人称射击游戏,有系统地不同的难度水平。比赛结束后,对表现和游戏乐趣的满意度进行了评估。结果并不完全符合心流和归因理论的预测,并建议玩家(1)改变他们对自己表现的看法,以及随着游戏体验的增加而带来的乐趣,(2)在不同的乐趣来源之间进行战略性切换,从而保持(某种程度上)积极的体验,即使基于表现的乐趣很低。
An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.