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电子游戏音频对玩家主观卷入度的影响:游戏经验的调节作用

发布时间:2018-08-08 11:30
【摘要】:随着电子游戏产业的不断迅速发展,其庞大的受众群体和和经济效应受到了越来越多的游戏开发商的青睐。在电子游戏如火如荼的发展过程中,怎样设计出一款游戏,能最大程度地吸引玩家兴趣,让玩家在游戏过程中彻底忘记自我,释放自我,享受游戏的美感,以提高对游戏忠诚度,成为了越来越多的游戏设计者和研究者们共同的热门课题。 音频在提高电子游戏的主观卷入度方面有着举足轻重的作用。一方面,音频能烘托游戏气氛,为玩家酝酿一个逼真的游戏氛围,让游戏者在游戏的过程中既得到乐趣,又得到美的艺术享受;另一方面,音频在推动剧情的发展,增强游戏软件的艺术感染力、深化主题等方面起到了画龙点睛的作用。可以说,游戏音频已成为提高电子游戏体验不可缺少的重要组成部分。 在电子游戏的研究中,玩家的游戏经验常常是一个十分重要的调节变量。不同游戏经验的玩家在注意的稳定性和选择性、任务转换能力和注意抑制能力等方面都有显著的不同,高游戏经验者会出现对游戏条件的脱敏效应。这些现象使得本研究把被试的游戏经验也当做了一个自变量,来考察它是否会与游戏音频交互影响被试在游戏过程中的卷入度水平。 为了让结果更具说服力,本研究采用了多种测量卷入度高低的方式,包括卷入度问卷、游戏过程中生理指标(GSR和EMG)和在游戏后任务中的表现。 在以上基础之上,本研究共设计了三个逻辑严密、层层递进的实验。实验一主要探讨是否呈现游戏音频对玩家卷入度的影响;实验二探讨在呈现游戏音频的基础上,音频是否与游戏画面匹配(音画匹配)对玩家卷入度的影响;实验三探讨在音画匹配的基础上,音频的不同成分对玩家卷入度的影响,并在该实验巾加入了音频刘玩家卷入度时程影响的分析。 实验结果表明,1)低游戏经验者在有音频的电子游戏中比在无音频的电子游戏中的卷入度更高,高游戏经验者则没有显著差异;2)低游戏经验者在音画匹配的电子游戏中比在音画不匹配的电子游戏中的卷入度更高,高游戏经验者则没有显著差异;3)低游戏经验者在有音乐的电子游戏中比在无音乐的电子游戏中的卷入度更高,并且出现了显著的时呈效应;高游戏经验者则没有显著差异4)本研究中使用的卷入度问卷、GSR水平和在游戏后任务中的表现均是测量游戏卷入度的有效手段。 未来的交互性游戏,毫无疑问会通过提高声音的质量和增加角色的听觉特征来优化玩家的总体感受。到目前为止,关于音频是如何影响电子游戏中玩家游戏体验的研究还比较稀少。因此本研究的选题较为新颖,也具有一定的现实意义,代表了电子游戏未来发展的方向。希望通过这一系列的实证研究,为电子游戏中的音频对玩家主观卷入度影响这一课题提供可靠的实证数据,并为以后本领域的深入研究打下坚实的基础。
[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.
【学位授予单位】:西南大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:B842

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