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相关论文: Designing Game Feel. A Survey

200 篇论文

Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…

人机交互 · 计算机科学 2023-08-16 Johannes Pfau , Magy Seif El-Nasr

This paper explores the use of visual effects common in video games that support a range of tasks that are similar in many ways to analysis tasks supported in visual analytics tools. While some visual effects are meant to increase…

人机交互 · 计算机科学 2022-10-11 Hongwei Zhou , Angus G. Forbes

Souls-like games exemplify how digital play can produce radical forms of pleasure through sustained challenge: players voluntarily invest tens or hundreds of hours in experiences designed to kill them repeatedly. This paper theorizes ordeal…

计算机与社会 · 计算机科学 2026-03-31 Flint Xiaofeng Fan

Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…

人机交互 · 计算机科学 2020-06-19 Yoones A. Sekhavat , Samad Roohi , Hesam Sakian Mohammadi , Georgios N. Yannakakis

Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…

人机交互 · 计算机科学 2024-04-17 Julieana Moon , Naimul Khan

This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game…

人工智能 · 计算机科学 2025-01-17 Yuchen Li , Ziqi Wang , Qingquan Zhang , Bo Yuan , Jialin Liu

Quantitative analysis of Game User eXperience (GUX) is important to the game industry. Different from the typical questionnaire analysis, this paper focuses on the computational analysis of GUX. We aim to analyze the relationship between…

人机交互 · 计算机科学 2021-12-23 Zhitao Liu , Ning Xie , Guobiao Yang , Jiale Dou , Lanxiao Huang , Guang Yang , Lin Yuan

Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural…

人机交互 · 计算机科学 2025-03-26 Hilda Hadan , Sabrina A. Sgandurra , Leah Zhang-Kennedy , Lennart E. Nacke

To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…

人机交互 · 计算机科学 2021-10-05 David Melhart , Antonios Liapis , Georgios N. Yannakakis

Communication signals often comprise an array of colors, lines, spots, notes or odors that are arranged in complex patterns, melodies or blends. Receiver perception is assumed to influence preference and thus the evolution of signal design,…

种群与进化 · 定量生物学 2019-01-04 Julien P. Renoult , Tamra C. Mendelson

In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the…

人工智能 · 计算机科学 2020-01-24 David Melhart , Georgios N. Yannakakis , Antonios Liapis

In this paper we examine methods for taking game-related information provided in one sensory modality and transforming it to another sensor modality in order to more effectively accommodate sensory-constrained players. We then consider…

人机交互 · 计算机科学 2021-06-21 Jeffrey Uhlmann

Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…

神经与进化计算 · 计算机科学 2021-06-03 Sean P. Walton , Alma A. M. Rahat , James Stovold

In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…

物理教育 · 物理学 2014-01-28 Ian D. Beatty

This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about…

人机交互 · 计算机科学 2018-10-29 Adam Trowbridge , Filipo Sharevski , Jessica Westbrook

Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…

软件工程 · 计算机科学 2023-05-16 Clauvin Almeida , Marcos Kalinowski , Anderson Uchoa , Bruno Feijo

This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the…

人机交互 · 计算机科学 2023-09-26 Georgios N. Yannakakis , David Melhart

This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…

人机交互 · 计算机科学 2014-01-22 Dave R. Stikkolorum , Michel R. V. Chaudron , Oswald de Bruin

Selecting appropriate sensors and actuators is a pivotal aspect of design and engineering, particularly in projects involving interactive systems. This article introduces the Design Thinking Based Iterative Sensor and Actuator Selection…

人机交互 · 计算机科学 2024-03-19 İhsan Ozan Yıldırım , Ege Keskin , Yağmur Kocaman , Murat Kuşcu , Oğuzhan Özcan

We want to introduce another smoothing approach by treating each geometric element as a player in a game: a quest for the best element quality. In other words, each player has the goal of becoming as regular as possible. The set of…

计算机科学与博弈论 · 计算机科学 2020-10-13 Dimitris Vartziotis , Doris Bohnet , Benjamin Himpel