Capturing the response of players to a location-based game

Capturing the response of players to a location-based game
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捕获玩家对基于位置的游戏的反应

DOI:
10.1007/s00779-010-0309-5
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发表时间:
2010
影响因子:
--
通讯作者:
Stephen Uzor
Stephen Uzor
中科院分区:
计算机科学3区
文献类型:
--
作者:
L. Baillie;L. Morton;D. Moffat;Stephen Uzor

文献摘要

被引文献

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基于位置的游戏为我们提供了更多机会去了解人们的互动以及他们对所处环境的感受,以及更多关于与已知环境相关的心理模型和位置,例如与学习相关的大学校园。在我们的研究中,我们想要操纵游戏中的活动,利用特定的地点来产生特定的情感反应。然而,仅仅产生这些反应是不够的;一个人还必须有一种方法来捕捉任何产生的情绪,无论这些情绪是预期的还是非预期的。因此,本文的目标是尝试一种定位游戏的新方法,旨在捕捉玩家在特定地点对游戏活动的情感反应。为了测试这种方法,我们设计了一款基于位置的游戏,可以在任何带有加速计的蓝牙手机上玩。这个游戏被设计成与人们的正常活动交织在一起。因此,游戏时间和非游戏时间之间几乎没有区别。
Location-based games offer opportunities for us to learn more about people’s interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players’ emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity. As a result, there is little distinction between gaming time and non-gaming time.