期刊
ENTERTAINMENT COMPUTING
卷 49, 期 -, 页码 -出版社
ELSEVIER SCI LTD
DOI: 10.1016/j.entcom.2023.100620
关键词
Means-End Chain; Digital game; Virtual world; User experience; Desensitization
This study explores the virtual world within digital games and analyzes the design attributes, consequences, and values sought by users. Virtual worlds can have positive effects on users' real lives, but also introduce negative consequences. To address this issue, initial steps are proposed to create a structural framework for enhancing the player experience.
Recent advancements in social computing have led to a significant impact on the boundary between the virtual and real worlds. This study explores the virtual world within digital games, using a mean-end chain model and the laddering method to conduct in-depth interviews. It was found that Convenience, Interactions with others, and Ease of use, were the main design attributes for users. The main consequences for the user are discovered to be the Sense of physical presence and Physical or emotional reality is affected. Important values sought by the player are Self-fulfillment and Make life easier. Interestingly, while virtual worlds can have positive effects on users' real lives, they also introduce negative consequences, such as desensitization. In response to these findings, initial steps are proposed to address this issue, including the creation of a structural framework for users transitioning between virtual and real worlds. This framework offers theoretical guidance for future game product development in three-dimensional virtual environments, ultimately enhancing the player experience.
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