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游戏用户体验报告Word文件下载.docx

1、摘要:在决定游戏是否能成功占有市场的问题上,游戏玩家的用户体验是最为关键性的因素之一。对于那些没有提供极大量的用户体验服务的游戏通常都不会引起玩家们十分密切的关注。一般来说玩家的用户体验的概念是很多概念交错的集合,比如说游戏所带给玩家的欢乐感受,使玩家心情舒畅,有成就感,有娱乐感,有参与感,有满足感,无尽的乐趣以及游戏本身的可玩性。在这篇论文当中,我们将一道回顾,分析并且讨论能够用来评估在游戏中的游戏玩家用户体验的各种不同的方法和其属性特征。基于对评估在游戏中玩家的用户体验的众多方法的分析,我们得出可玩性模型的结论。这样的模型采用文学分析的形式构建起来,这其中包括数量与质量的分析方法,言语和非

2、言语的分析方法,经验研究和非实证研究的分析方法。Keywords: Player experience, measurement, game play, playability.关键词:玩家的用户体验,测量,游戏体验,可玩性。1 Introduction1 简介In the past decade, game industries have been flourishing on various platforms from consoles, to personal computers (PC) to mobile devices. The trend is also coupled wit

3、h enhanced graphic processing power, advanced user interfaces and increased complexity in game play. The number of players grows exponentially due to the increased enjoyability of game play. Therefore, in Human-Computer Interaction (HCI) discipline, there are a number of research contributions, whic

4、h are related to the methodologies for evaluating player experience for game play.在过去的十年的当中,游戏产业在各种各样的平台上蓬勃发展起来,从小型游戏机到个人计算机(PC)再到移动电子设备。这种发展趋势也随着数字图像处理的能力的不断提高,也在成倍的加快步伐,不断地更新与推进游戏中用户使用界面的图形质量,增加游戏过程中内容的复杂与多样性。游戏玩家在数量上的增涨,在极大的程度上取决于这些游戏的娱乐性的加强。因此,在人与计算机交互(HCI)的这个领域,已经有数量极为庞大的研究报告为人机交互的发展做出了大量贡献,这些研

5、究报告都是关乎于评估游戏中玩家的用户体验的方法的。The concept of player experience is often interchangeable with other concepts, such as fun, flow, fulfillment, engagement, satisfaction, pleasure and playability. Player experience does not depend on a particular mode of emotion, but encompass a wide variety of emotions that

6、 contribute to game player experience. For example, while playing game, players experience fear, excitement, happiness, alert, anger, relief, pleasure, hope, discouragement, proud, joy, and distress.游戏玩家的用户体验的概念一般来说是包含许许多多概念交错的集合,比如游戏所带给玩家的欢乐感,让玩家的心情舒畅,给玩家带来的成就感,和愉悦感,参与感,以及满足感,还有丰富的乐趣以及游戏本身的可玩性。玩家的用

7、户体验并不仅仅是只依靠一种特定的人类的情感上的模式,而是包含了那些种类繁多的人们的情感类型,这些情感类型共同组成了游戏中玩家们的用户体验的内容。比如说,在玩游戏的过程当中,玩家们能体验那些品种繁多的人们的情感如恐惧感,兴奋感,快乐感,警惕感,愤怒感,安慰感,愉悦感,期待感,挫败感,成就感,高兴感和压力感。These different modes of emotions eventually form the elements of gaming experience. In addition, Clanton 3 and Federoff 6 mentioned three aspects

8、of gaming, i.e. interface, mechanics and game play, which highly affected the level of players experience. Nevertheless, the concept of player experience is fairly difficult to distinguish as they seem to be as intangible as they are appealing, which requires hands-on skills and grasping the experie

9、nce of enjoyment 15, 18. So far, the concept itself seems fragmented, with various viewpoints, and it has not defined a cohesive integrated framework11.Sweetser and Wyeth 16 also highlighted that there was no integrated model on how players evaluate their enjoyment level in games. Moreover, Bernhaup

10、t 1 addressed there was no general framework on what methods shall be used to assess interaction concept on games. As a result, this paper aims to review and analyze the existing methodologies for evaluating player experience, particularly on game play.这些各式各样的人类的情感的模式最终便会共同构成玩家们的游戏体验。另外,Clanton【3】和F

11、ederoff【6】曾提到过有关游戏用户体验的三个方面,这三个方面说的内容包括游戏的用户界面,游戏的运行机制和玩家的游戏过程,这三个方面在极大的程度上影响着游戏玩家的用户体验的水平。然而,要想区分游戏玩家的用户体验这个概念是十分困难的,由于玩家的用户体验这个概念看上起让人十分难以捉摸以至于它们是如此的吸引人去研究,要想弄清这个概念就需要我们拥有亲自动参与游戏体验的技能并能够把握好玩家们在游戏娱乐中的用户体验【15,18】。至现在为止,从许许多多不同的角度来看,玩家们的用户体验这个概念本身看上去好像零零散散,并且它任然没有给予一个连贯整合框架式的定义【11】Sweetser和Wyeth【16】也

12、作出这样的强调,他们表示目前来说仍然没有一个可以用来正确评价玩家们在游戏体验过程中所得到的愉快感的水平的完整的模式。除此之外,Bernhaupt还强调,对于如何评价游戏中互动的概念也没有一个总体的框架能为之提供固定的方法。总而言之,这篇论文的主要目的是回顾和分析当前已经存在的用户体验评估方法,尤其是在游戏当中。2 A Review of Methodologies for Evaluating Player Experience2 用户体验评估方法回顾Numerous research studies from different domains have been conducted in

13、academia and industries to evaluate player experience. Csikzentmihalyi 4 introduced the study of “flow” where it defines the optimal experience of enjoyment regardless of age, gender or social class. On one hand,researchers from the usability domain5, 6, 12 adapted traditional usability methods such

14、 as heuristics to evaluate playability in games. For instance, Malone 11 constructed a list of heuristic guidelines for educational games, but it is based on designing enjoyable interfaces rather than player experience itself. Federoff 6 compiled a list of heuristics by reviewing in games industry g

15、uidelines and did a case study at a game development company. In addition, Desurvire et. al. 5 created Heuristics Evaluation for Playability(HEP) from games design literature, HEP results were then cross validated the findings from user studies. User studies act as a benchmark for game evaluation to

16、ols in HEP, whilst Federoff 6 and Malone 11 did not involve any users in their heuristics studies.Desurvire stressed that although certain player issues were determined through HEP;nonetheless, some of the problems could only be found by direct player observation.Sweetser and Wyeth 16 mentioned alth

17、ough there were many heuristics studies in literature, however, there is a need to integrate these heuristics into a validated model to assess player enjoyment for games. As a result, they created GameFlow and validated through expert evaluators point of view. There was still no direct user involvem

18、ent in their method.为了来评估用户体验的作用,大量的来自不同领域的研究学习工程被我们运用到学术界和工业界之中去。Csikzentmihalyi【4】引入了对“流动玩家”的研究,也就是抛开年龄,性别或等级的束缚来定义的最佳的游戏乐趣体验。在一方面,可用性研究领域【5,6,12】里的研究人员将如启发式的试探这样的传统的评估可用性的方法用于在游戏中评估游戏的可玩性。例如,Mslone曾经列出了一份对一些有教育意义的游戏的启发性指导方针的列表,但是它是基于有趣的用户界面的设计而不是游戏玩家的用户体验本身。Federoff通过反复学习研究游戏产业中具有指导方针意义的文献编写出了一份新

19、的启发性指导列表,并且在一个游戏开发公司做了一个个案研究。除此之外,Desurvire et. al.【5】通过结合许多游戏的设计文献创造了可玩性的启发式评价(HEP)的方法,可玩性的启发式评价方法的产生随后通过对用户的研究发现得到了全面的证明。在可玩性的启发式评价中用户的研究表现为游戏评估工具中的一项基准,然而,Federoff和Malone在他们那些启发式研究中并没有涉及到任何用户。Desurvire强调说,虽然通过实用可玩性的启发式评价方法可以确定某些玩家的问题所在,但是,一些问题却只能通过直接观察玩家得以发现。提到过尽管在文献中有很多启发性的研究,但是,研究人员仍然需要将这些启发性的研

20、究整合到已经经过验证的模型之中去,才能够去评价游戏当中玩家的享受程度。On the other hand, researchers in the physiological design domain of Human Computer Interaction (HCI) employ physiological metrics for user evaluation and optimizing relationship between human and technological systems. Mandryk13 conducted a study of continuous emo

21、tion in games based on physiological responses such as Galvanic Skin Response (GSR), electrocardiography (EKG), and electromyography of face (EMG smiling and EMG frowning). Heart rate (HR) was computed from the EKG signal. The author compared the modeled emotion fromusers and reported subjective eva

22、luation on a 5-point likert scale. Affect Grid was adapted as part of their modeled emotion. However, other perspectives have seen limited success in adopting physiology to indentify emotional states 2. In addition, Zaman and Smith19 presented studies to measure fun through FaceReader, where it dist

23、inguished six emotional states. They compared the results of FaceReader with other sources such as user questionnaires and researchers loggings. He found that user questionnaire did not provide precision as it reflected more on the content of the application or the outcome of the task (successful or

24、 not) rather than fun or enjoyment. Sykes and Brown 17 investigated a players state of arousal, relating to the pressure to press buttons on a gamepad. The results indicated that it was possible to determine game players arousal by the pressure they used when controlling the gamepad. However, there

25、was no measure of emotional valence for game players in this study. Hazlett 7 used facial electromyography (EMG) as a measure for positive and negative emotional valence. On one hand, facial EMG is limited toonly positive and negative result as the method was not able to recognize discrete emotions.

26、 Users are interviewed on which factors that were positive and negative to them based on the events of the game.However, by using various physiological methods, they need to ensure participants had no qualms being attached with wires and connectors, or else it would appear to intrude participants em

27、otionally, thus affecting the final result. Recent developments on questionnaire have included dimensions such as tension, frustration or negative affect. Ijsesslsteijn et. al. 9 suggested using Games Experience Questionnaire (GEQ) as a qualitative questionnaire to understand player experience in ga

28、mes after the game play session.在另一方面,从事人与计算机互动(HCI)心理设计领域的研究人员通过运用心理度量指标来作用户方面的评估以及优化人类和技术系统之间的关系。Mandryk【13】根据基于生理反应的研究,如皮肤电反应(GSR),心电图扫描法(EKG),和面部肌电描记法(面部肌电描记法中的笑容表情和面部肌电描计法中的皱眉表情)对正在游戏中的玩家持续的情感做了一系列实验研究。肌电描记法发出的信号会将测试者的心率(HR)输入到电脑中去。随后,研究者对比了不同的用户和情感模型,并利用5点式利开特量测量表作出主观评价的报告。这份情感表将会作为情感模型的一部分。然而,就其他方面来看,采用心理学方法来确定感情状态【2】的几乎没有成功过的。另外,Zaman和Smith【19】发表了许多关于通过解读面部表情来测量愉快感程度的研究,从而能够区别出六种情感状态。他们将解读面部表情的结果同其他的资源进行比较,比如许许多多的用户问卷调查和许多研究人员的记录。他发现用户调查问卷并没有提供很精确的结果,这是因为它反应的更多的是这些应用程序在内容上的问题或者仅仅只反应了这个任务的结果(是成功了还是没有成功),

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