Аннотация
Although player enjoyment is central to computer games, there is currently
no accepted model of player enjoyment in games. There are many heuristics
in the literature, based on elements such as the game interface,
mechanics, gameplay, and narrative. However, there is a need to integrate
these heuristics into a validated model that can be used to design,
evaluate, and understand enjoyment in games. We have drawn together
the various heuristics into a concise model of enjoyment in games
that is structured by flow. Flow, a widely accepted model of enjoyment,
includes eight elements that, we found, encompass the various heuristics
from the literature. Our new model, GameFlow, consists of eight elements
-- concentration, challenge, skills, control, clear goals, feedback,
immersion, and social interaction. Each element includes a set of
criteria for achieving enjoyment in games. An initial investigation
and validation of the GameFlow model was carried out by conducting
expert reviews of two real-time strategy games, one high-rating and
one low-rating, using the GameFlow criteria. The result was a deeper
understanding of enjoyment in real-time strategy games and the identification
of the strengths and weaknesses of the GameFlow model as an evaluation
tool. The GameFlow criteria were able to successfully distinguish
between the high-rated and low-rated games and identify why one succeeded
and the other failed. We concluded that the GameFlow model can be
used in its current form to review games; further work will provide
tools for designing and evaluating enjoyment in games.
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