期刊文献+

基于心流理论的手机游戏动态难度设计研究 被引量:3

Reserch of Dynamic Difficulty Adjustment Design of Mobile Games Based on Flow Theory
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摘要 相对于普通电脑游戏,手机游戏用户群体更加庞大。如何使尽量多的用户获得良好的游戏体验显得尤为重要。文章运用心理学家Csikszentmihalyi的心流理论(Flow)归纳并发展出一套动态难度曲线调整的设计方法:根据玩家的游戏技能水平动态地调整游戏难度,同时兼顾玩家技能水平增长的因素,使游戏难度始终与玩家技能保持匹配,从而促使更多的玩家获得心流体验。 Compared to video games, mobile games have a more large user groups. How to make more users get a good gaming experience is particularly important. By applying psychologist Csikszentmihalyi's Flow Theory, developed a dynamic difficul-ty adjustment method: According to the player's skill level dynamically adjusts the di-fficulty of the game, and taking into account the players skill level increasing, to make the difficulty of the game always matches the skills level of the players, and thus to bring more users into flow experience.
作者 郭文文 王烁
出处 《艺术与设计(理论版)》 2013年第11X期125-127,共3页 Art and Design
关键词 手机游戏 心流体验 动态难度调整 Mobile Game,Flow Experience,Dynamic Difficulty Adjustment
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参考文献2

  • 1Massimini,F,Massimsni.The systematic assessment of flow in daily experience[].Optimal Experlence:Psychogical Studies of Flow in Consciousness.
  • 2Lopes R,Hilf K,Jayapalan L,et al.Mobile adaptive procedural content generation[].Proceedings of the fourth workshop on Procedural Content Generation in Games (PCG ).2013

同被引文献34

  • 1邓鹏.心流:体验生命的潜能和乐趣[J].远程教育杂志,2006,24(3):74-78. 被引量:98
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  • 5Csikszentmihalyi M. Flow: The psychology of optimal experience [M]. New York: Harper Perennial, 1990: 72.
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  • 8Fu Fang -Ling, Su Rong-Chang, Yu Sheng-Chin. EGameFlow : A scale to measure learners' enjoyment of e - learning games [ J ]. Computers & Education, 2009, 52( 1 ) : 101 - 112.
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  • 10Kiili K, de Freitas S, Arnab S, et al. The design principles for flow experience in educational games [ J ]. Procedia Computer Sci- ence, 2012, 15:78-91.

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