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1.
Gamification aims to implement game features in non-game contexts, with the goal of increasing the motivation of individuals performing a specific task or set of tasks. The tasks themselves, can focus on cognitive behavior change (e.g., overcoming anxiety) or physical behavior change (e.g., overcoming a shoulder injury). Current gamification methods primarily serve as guidelines and principles for the design of gamified applications. Moreover, these methods often overlook the complexity of actually implementing the game features and do not consider the effects that game features have on individuals' ability to perform a target task. A knowledge gap exists in understanding the tradeoffs between the complexity of implementing a game feature and the impact it has on increasing individuals' motivation and performance on a particular task or set of tasks. This paper presents a method for evaluating the complexity of implementing game features and the physical effort required to perform the tasks of the application, with a specific focus on physically-interactive gamified applications. Designers will gain a fundamental understanding of how the implementation of specific game features, contributes toward the objective of the application. A case study is presented that focuses on physically-interactive gamified applications in a virtual environment. Empirical results measuring the effects of game features on participants' performance are presented, which provide evidence in support of the metrics proposed in this study. Knowledge gained from this work will inform designers on how to manage their resources more efficiently and predict possible design issues (e.g., not meeting the objective of the application) while creating gamification applications.  相似文献   

2.
移动游戏为人们提供了新型的娱乐形式,也创造了一个深具潜力的广阔市场。伴随着市场的成长,越来越多的厂商和开发人员加入到移动游戏开发的队伍中。移动游戏平台为开发者提供底层的基础部件,并为开发和运营提供一个性能好、可靠性高、可扩展的技术支撑平台,使游戏开发人员避免底层关键技术的重复开发,从而将精力集中于具体游戏逻辑的设计实现上,提高游戏的可玩性和稳定性。针对移动游戏平台的设计目标,对Client/Server模式的移动游戏平台进行探讨,逐步深入研究移动游戏平台的架构和功能,设计出一个可行的Client-Server移动游戏平台模型。  相似文献   

3.
棋牌游戏与事件对策   总被引:2,自引:0,他引:2  
博弈的原意便是下棋,博弈论的概念也源于棋类游戏.而博弈论的现有成果还难以描述和处理棋牌游戏这一类复杂的动态过程.为此.在分析棋牌游戏特点的基础上.指出它们属于离散事件的动态过程;在阐述离散事件动态系统(DEDS)特点与方法的基础上,应用DEDS的有关理论为象棋博弈过程建模,并提出了事件对策的概念与形式框架.探讨了事件对策理论在战争模拟中的应用,为迅速发展的机器博弈研究创造了良好的理论条件.  相似文献   

4.
飞行棋是典型的战旗类游戏(SLG),其开发主要包括游戏界面的设计、游戏规则的设计;经过分析,笔者使用SUN公司的JAVA语言,利用JAVA语言提供的各种面向对象的开发工具,在短时间内建立游戏原型,然后,对初始原型进行需求迭代,不断修正和改进,直到形成用户满意的可行系统。  相似文献   

5.
Flash因其灵活、方便、文件体积小等优势成为网页游戏开发的宠儿,其中脚本语言Active Script 3.0是一种完全面向对象的语言,与旧版本相比,其扩展性、可读性更强,编译速度更快,性能更高。笔者尝试使用AS 3.0编写"水手捕鱼"网页游戏,并从功能分析、游戏流程、关键技术等方面阐述设计思路。  相似文献   

6.
The aim of this paper is to describe a methodology for using Cultural‐Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could be used for designing computer tools for learning science. Although CHAT and specifically the concepts of ‘activity system’ and ‘contradictions’ were used as the basis for the design and development of the educational game, subsidiary design guidelines also contributed significantly to this process. These derived from the research fields of Human Computer Interaction and Science Education and from students' everyday experiences when playing video games at home. The educational game produced was concerned with the teaching and learning of ‘Expansion and Contraction of Air’ in primary science, a subject that existing research suggests is conceptually difficult for students. As far as the main outcomes of the study are concerned, it was revealed through the implementation of the game that contradictions could be adequately resolved, while stakeholders' needs and motives could be appropriately addressed.  相似文献   

7.
There is evidence that people expect to be able to play games with autonomous robots, so that robogames could be one of the next killer applications for Robotics. Physically Interactive RoboGames (PIRG) is a new application field where autonomous robots are involved in games requiring physical interaction with people. Since research in this field is taking its first steps, definitions and design guidelines are still largely missing.In this paper, a definition for PIRG is proposed, together with guidelines for their design. Physically Interactive, Competitive RoboGames (PICoRG) are also introduced. They are a particular kind of PIRG where human players are involved in a challenging, highly interactive and competitive game activity with autonomous robots.The development process of a PICoRG, Jedi Trainer, is presented to show a practical application of the proposed guidelines. The game has been successfully played in different unstructured environments, by the general public; feedback is reported and analyzed.  相似文献   

8.
针对人工智能类课程博弈算法理论性太强、算法较复杂和抽象等问题,设计并实现功能较为完整、用户界面友好的棋类博弈教学辅助平台,平台允许用户上传编写好的博弈程序,实现博弈程序间对弈、人与博弈程序对弈以及人人对弈。本文阐述了棋类博弈教学辅助平台的总体设计、主要功能模块以及搭建平台采用的核心技术。棋类博弈教学平台的设计有益于培养学生依据所学理论知识来解决实际问题的能力,促进学生对计算机博弈程序和人工智能方法的不断探索改进,以达到更好的教学效果。本文进一步评估了棋类博弈平台在人工智能课程的实际使用情况与实践效果。  相似文献   

9.
The aims of this paper are to: (1) modify the theory of consumption values in order to investigate online game users’ perceived value of purchasable game items, and (2) develop a new construct – the “integrated value of purchasing game items” – based on the modified theory of consumption values. We found that the enjoyment, character competency, visual authority, and monetary values are appropriate for describing how online game users perceive the value of game items. Utilizing second order analysis, the “integrated value of purchasing game items” was developed. To show the validity of the new construct, we developed a research model and tested it using the results of 327 valid questionnaires. Results revealed that the new construct is statistically significant in affecting users’ intention to purchase game items.  相似文献   

10.
The objective of this study is to develop playability heuristics based on a lexical analysis of nouns and adjectives frequently used in online game reviews. Built on a previous lexical analysis of adjectives in online game reviews, it is argued that nouns together with adjectives will likely provide more contextual information than adjectives alone, and therefore the patterns among these words can be used to develop playability heuristics. A revised lexical approach is adopted to analyze nouns and adjectives from 821,122 online reviews. Ninety seven factors emerge from this analysis. Based on the nouns and adjectives highly loaded on these factors, a new process is introduced and 90 playability heuristics are derived. This study significantly expands the current pool of playability heuristics that facilitate the computer game design process. The lexical method adopted in this study demonstrates its effectiveness in developing interface design guidelines based on a large number of online reviews on a system or product. It can be extended to other fields that are human-behavior centered.  相似文献   

11.
一种求有限零和博弈解的仿真方法   总被引:2,自引:1,他引:1  
博弈论是专门研究有利害冲突关系的数学理论,零和博弈是一类在社会竞争中适用面广泛的数学模型。解有限零和博弈问题的经典方法是线性规划方法。但它的运算复杂度随博弈参加者数量和选择战略数量的增加而急剧增加,并且编程复杂。该文所阐述的布朗方法是一种基于仿真的求解零和博弈的解法,它通过仿真具体的博弈过程来获得博弈的解。该方法的运算复杂度不会随着博弈加者数量的增加而急剧增加,克服了使用线性规划单纯型算法的缺陷。并且该方法计算步骤简单,易于编程实现,因此适用于计算机求解大规模的零和博弈问题。该文对这个算法做了具体介绍,并使用该方法求解了一个具体的博弈问题,最后根据得出的结果对布朗方法的特点进行了讨论。  相似文献   

12.
Game based education is becoming more and more popular. This is because game based education provides an opportunity for learning in a natural environment. Phishing is an online identity theft, which attempts to steal sensitive information such as username, password, and online banking details from its victims. To prevent this, phishing awareness needs to be considered. This research aims to develop a game design framework, which enhances user avoidance behaviour through motivation to protect users from phishing attacks. In order to do this, a theoretical model derived from Technology Thread Avoidance Theory (TTAT) was developed and used in the game design framework (Liang & Xue, 2010). A survey study was undertaken with 150 regular computer users to elicit feedback through a questionnaire. The study findings revealed that perceived threat, safeguard effectiveness, safeguard cost, self-efficacy, perceived severity, and perceived susceptibility elements should be addressed in the game design framework for computer users to avoid phishing attacks. Furthermore, we argue that this game design framework can be used not only for preventing phishing attacks but also for preventing other malicious IT attacks such as viruses, malware, botnets and spyware.  相似文献   

13.
This paper examines social behavior in the online video game World of Warcraft. Specifically focusing on one element of social design: the behavior of players in the first release of Looking-for-Raid (LFR) loot system of World of Warcraft. It uses lens of economic game theory, combined with Williams (2010) mapping principle and a modern theoretical account of human decision-making, to explore how theory about individual interactions in well-defined contexts (games) can explain collective behavior. It provides some support for this theoretical approach with an examination of data collected as part of an ethnographic study, through focus groups, and a survey distributed to 333 World of Warcraft players. It concludes with a discussion of the results and some guidelines for predicting collective outcomes in certain types of online games using the introduced framework.  相似文献   

14.
基于Flash的俄罗斯方块游戏设计与实现   总被引:1,自引:0,他引:1  
杨孟姣 《计算机时代》2011,(8):20-21,24
  相似文献   

15.
阐述利用Rational Rose可视化建模工具建立网络游戏模型的过程,以及设计游戏协议,如何打包和解包游戏协议的一种方法。  相似文献   

16.
介绍了一种计算机游戏的设计思想与设计过程。该游戏的基本设计思想是根据投资的收益与风险,最终确定一个企业的真正收益。通过人机互动过程模拟现实企业的投资过程,可以在此基础上收集企业投资的辅助决策信息,为真正的投资过程积累必要的经验。  相似文献   

17.
J2ME是一种针对开发移动设备平台的Java语言,它的应用极大地扩展了手机、个人数字助理等小型移动设备的应用范围。介绍了J2ME的体系结构和J2ME技术开发游戏的新特性,结合一个实际例子着重分析了基于J2ME手机游戏开发的过程,通过总结和分析手机游戏的开发流程和代码框架的设计,详细描述了移动设备的游戏开发和实现过程,最后展示了手机游戏的运行效果。  相似文献   

18.
Product development based on a morphological matrix involves the process of decision-based design. Although the decision process can generate conceptual schemes under the guidance of qualitative decision objectives, analysis of the interactions among the qualitative objectives is seldom considered, which can lead to unreliable optimal solutions by combining conflicting principle solutions. In addition, due to the ambiguity of the constraints among the qualitative objectives, multiple feasible schemes with equilibrium states are not considered in the concept decision stage. To solve these problems, a decision approach with multiple interactive qualitative objectives is developed for conceptual schemes based on noncooperative-cooperative game theory to consider the tradeoffs among objectives (e.g., cost, quality and operability) using discrete principle solution evaluation data. First, the morphological analysis method can obtain feasible schemes and determine the principle solutions for each subfunction. Second, the principle solutions are quantified using linguistic terms. Then, the subfunctions are categorized through cluster analysis to determine the suitable principle solution. Third, based on the clustering results, a noncooperative game decision model is constructed to identify multiple Nash equilibrium solutions that satisfy the constraints among the objectives. Fourth, a cooperative game decision model is constructed to obtain the optimal scheme as screened by the noncooperative game model. The case study proves that this approach can choose a relatively superior scheme under the existing technical conditions, thereby preventing inconsistency with the actual design expectations.  相似文献   

19.
使用Matlab为开发工具,利用其提供的图形化用户界面,实现了生命游戏的可视化编程,并探讨了在几个简单初始状况下生命演变过程。研究表明:生命游戏的演变过程及其复杂,包括保持不变型、不断缩小型、移动型、消失型、周期变化型、固定不变型以及没有任何规律可循型等多种形态,同时对称的初始状态演变过程是对称分布的。  相似文献   

20.
本文简要回顾了游戏开发由专业开发公司、设计师开发转向大众化参与的过程,并结合近期在手机游戏产业中出现的Appstore模式,分析了这一模式给更多设计师带来的在设计模式上的变革,并从当前此模式下开发的游戏产品的现状指出了产品在手机多平台间转换、游戏产品创新以及技术门槛方面存在的问题。  相似文献   

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