電子游戲音頻對玩家主觀卷入度的影響:游戲經(jīng)驗的調(diào)節(jié)作用
發(fā)布時間:2018-08-08 11:30
【摘要】:隨著電子游戲產(chǎn)業(yè)的不斷迅速發(fā)展,其龐大的受眾群體和和經(jīng)濟效應(yīng)受到了越來越多的游戲開發(fā)商的青睞。在電子游戲如火如荼的發(fā)展過程中,怎樣設(shè)計出一款游戲,能最大程度地吸引玩家興趣,讓玩家在游戲過程中徹底忘記自我,釋放自我,享受游戲的美感,以提高對游戲忠誠度,成為了越來越多的游戲設(shè)計者和研究者們共同的熱門課題。 音頻在提高電子游戲的主觀卷入度方面有著舉足輕重的作用。一方面,音頻能烘托游戲氣氛,為玩家醞釀一個逼真的游戲氛圍,讓游戲者在游戲的過程中既得到樂趣,又得到美的藝術(shù)享受;另一方面,音頻在推動劇情的發(fā)展,增強游戲軟件的藝術(shù)感染力、深化主題等方面起到了畫龍點睛的作用?梢哉f,游戲音頻已成為提高電子游戲體驗不可缺少的重要組成部分。 在電子游戲的研究中,玩家的游戲經(jīng)驗常常是一個十分重要的調(diào)節(jié)變量。不同游戲經(jīng)驗的玩家在注意的穩(wěn)定性和選擇性、任務(wù)轉(zhuǎn)換能力和注意抑制能力等方面都有顯著的不同,高游戲經(jīng)驗者會出現(xiàn)對游戲條件的脫敏效應(yīng)。這些現(xiàn)象使得本研究把被試的游戲經(jīng)驗也當做了一個自變量,來考察它是否會與游戲音頻交互影響被試在游戲過程中的卷入度水平。 為了讓結(jié)果更具說服力,本研究采用了多種測量卷入度高低的方式,包括卷入度問卷、游戲過程中生理指標(GSR和EMG)和在游戲后任務(wù)中的表現(xiàn)。 在以上基礎(chǔ)之上,本研究共設(shè)計了三個邏輯嚴密、層層遞進的實驗。實驗一主要探討是否呈現(xiàn)游戲音頻對玩家卷入度的影響;實驗二探討在呈現(xiàn)游戲音頻的基礎(chǔ)上,音頻是否與游戲畫面匹配(音畫匹配)對玩家卷入度的影響;實驗三探討在音畫匹配的基礎(chǔ)上,音頻的不同成分對玩家卷入度的影響,并在該實驗巾加入了音頻劉玩家卷入度時程影響的分析。 實驗結(jié)果表明,1)低游戲經(jīng)驗者在有音頻的電子游戲中比在無音頻的電子游戲中的卷入度更高,高游戲經(jīng)驗者則沒有顯著差異;2)低游戲經(jīng)驗者在音畫匹配的電子游戲中比在音畫不匹配的電子游戲中的卷入度更高,高游戲經(jīng)驗者則沒有顯著差異;3)低游戲經(jīng)驗者在有音樂的電子游戲中比在無音樂的電子游戲中的卷入度更高,并且出現(xiàn)了顯著的時呈效應(yīng);高游戲經(jīng)驗者則沒有顯著差異4)本研究中使用的卷入度問卷、GSR水平和在游戲后任務(wù)中的表現(xiàn)均是測量游戲卷入度的有效手段。 未來的交互性游戲,毫無疑問會通過提高聲音的質(zhì)量和增加角色的聽覺特征來優(yōu)化玩家的總體感受。到目前為止,關(guān)于音頻是如何影響電子游戲中玩家游戲體驗的研究還比較稀少。因此本研究的選題較為新穎,也具有一定的現(xiàn)實意義,代表了電子游戲未來發(fā)展的方向。希望通過這一系列的實證研究,為電子游戲中的音頻對玩家主觀卷入度影響這一課題提供可靠的實證數(shù)據(jù),并為以后本領(lǐng)域的深入研究打下堅實的基礎(chǔ)。
[Abstract]:With the rapid development of the video game industry, its huge audience and economic effect have been favored by more and more game developers. In the course of the development of video games, how to design a game can attract the players' interest to the greatest extent and let the players forget themselves thoroughly during the game. More and more game designers and researchers have become a common hot topic to put themselves and enjoy the aesthetic feeling of the game in order to improve their loyalty to the game.
Audio plays an important role in improving the subjective involvement of video games. On the one hand, audio can hold the game atmosphere, brew a realistic game atmosphere for players, let the players enjoy both the fun and the beauty of the art in the process of the game; on the other hand, the audio is promoting the development of the plot and strengthening the soft game. The artistic appeal of the piece and the deepening of the theme have played an important role. It can be said that video game has become an indispensable part of improving the experience of video games.
In the study of video games, the player's game experience is often a very important variable. The players of different game experience have significant differences in the stability and selectivity of attention, the ability of task conversion and the ability to pay attention to inhibition. In this study, the game experience of the subjects is also regarded as a independent variable to examine whether it will interact with the game audio to influence the level of involvement of the subjects during the game.
In order to make the results more convincing, the study adopted a variety of ways of measuring the height of the volume, including the involvement of the questionnaire, the physiological indicators (GSR and EMG) during the game and the performance of the post game tasks.
On the basis of the above, a total of three logical and progressive experiments are designed. Experiment one mainly discusses whether the game audio has the influence on the player involvement; in experiment two, the effect of audio on the player's involvement is discussed on the basis of the presentation of the game audio, and the experiment three probes into the influence of the audio on the player's involvement. On the basis of the matching of sound and picture, the influence of the different components of the audio on the player's involvement is discussed, and the experimental towel is added to the analysis of the influence of the audio Liu players' involvement in the time history of the audio.
The experimental results show that 1) the participants with low game experience are more involved in audio video games than in audio - free video games, and there is no significant difference between those with high game experience; 2) low game experienced players have higher involvement in video games matching audio and painting than in video games that do not match sound and painting, and those with high game experience are not There were significant differences; 3) the participants with low game experience were more involved in the electronic games with music than in the non music video games, and there was a significant time effect; those with high game experience did not have a significant difference of 4) the involvement degree questionnaire used in this study, the GSR level and the performance in post game tasks were all measurement games. An effective means of involvement.
Future interactive games will undoubtedly optimize the overall feeling of the player by improving the quality of the sound and increasing the auditory characteristics of the role. So far, the research on how audio affects the game experience of players in electronic games is still scarce. It represents the direction of the future development of video games. Through this series of empirical studies, we hope to provide reliable empirical data for the impact of audio on the subjective involvement of players in electronic games, and to lay a solid foundation for further research in this field.
【學位授予單位】:西南大學
【學位級別】:碩士
【學位授予年份】:2014
【分類號】:B842
本文編號:2171652
[Abstract]:With the rapid development of the video game industry, its huge audience and economic effect have been favored by more and more game developers. In the course of the development of video games, how to design a game can attract the players' interest to the greatest extent and let the players forget themselves thoroughly during the game. More and more game designers and researchers have become a common hot topic to put themselves and enjoy the aesthetic feeling of the game in order to improve their loyalty to the game.
Audio plays an important role in improving the subjective involvement of video games. On the one hand, audio can hold the game atmosphere, brew a realistic game atmosphere for players, let the players enjoy both the fun and the beauty of the art in the process of the game; on the other hand, the audio is promoting the development of the plot and strengthening the soft game. The artistic appeal of the piece and the deepening of the theme have played an important role. It can be said that video game has become an indispensable part of improving the experience of video games.
In the study of video games, the player's game experience is often a very important variable. The players of different game experience have significant differences in the stability and selectivity of attention, the ability of task conversion and the ability to pay attention to inhibition. In this study, the game experience of the subjects is also regarded as a independent variable to examine whether it will interact with the game audio to influence the level of involvement of the subjects during the game.
In order to make the results more convincing, the study adopted a variety of ways of measuring the height of the volume, including the involvement of the questionnaire, the physiological indicators (GSR and EMG) during the game and the performance of the post game tasks.
On the basis of the above, a total of three logical and progressive experiments are designed. Experiment one mainly discusses whether the game audio has the influence on the player involvement; in experiment two, the effect of audio on the player's involvement is discussed on the basis of the presentation of the game audio, and the experiment three probes into the influence of the audio on the player's involvement. On the basis of the matching of sound and picture, the influence of the different components of the audio on the player's involvement is discussed, and the experimental towel is added to the analysis of the influence of the audio Liu players' involvement in the time history of the audio.
The experimental results show that 1) the participants with low game experience are more involved in audio video games than in audio - free video games, and there is no significant difference between those with high game experience; 2) low game experienced players have higher involvement in video games matching audio and painting than in video games that do not match sound and painting, and those with high game experience are not There were significant differences; 3) the participants with low game experience were more involved in the electronic games with music than in the non music video games, and there was a significant time effect; those with high game experience did not have a significant difference of 4) the involvement degree questionnaire used in this study, the GSR level and the performance in post game tasks were all measurement games. An effective means of involvement.
Future interactive games will undoubtedly optimize the overall feeling of the player by improving the quality of the sound and increasing the auditory characteristics of the role. So far, the research on how audio affects the game experience of players in electronic games is still scarce. It represents the direction of the future development of video games. Through this series of empirical studies, we hope to provide reliable empirical data for the impact of audio on the subjective involvement of players in electronic games, and to lay a solid foundation for further research in this field.
【學位授予單位】:西南大學
【學位級別】:碩士
【學位授予年份】:2014
【分類號】:B842
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