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游戏设计中的心理因素研究
The Research of Psychological Factor in Game Design
【作者】 王波;
【导师】 方兴;
【作者基本信息】 武汉理工大学 , 设计艺术学, 2006, 硕士
【摘要】 游戏设计相对其它设计门类来说,是一门新兴的设计学科,产生的时间不过三十多年。但是,却具有极强的学科前沿性和交叉性,近20年来发展极其迅速。 现阶段,国内的游戏设计更多的专注于技术层面的探索,对于整个产业缺乏从理论高度的审视和总结。任何一个行业发展到一定阶段,不可避免的都需要强大的理论研究作为其深入发展的动力。 游戏被誉为“第五艺术”,其正处于一个从其它学科吸取营养的积累阶段,因此,和其它学科的交叉变得尤为迫切。现阶段,一些学者主要从审美学、传播学、艺术学、人机工程学等几个方向和游戏设计进行交叉。但从游戏心理角度出发的研究却存在学术空白。心理学同游戏设计学一样都是一门年轻的学科,游戏设计和心理学的交叉研究可以帮助我们探询游戏设计的很多本源性问题,具有很高的学术价值。 本文主要从游戏心理学的角度出发,探索两个重要问题:一、游戏设计对应的心理动因是什么?二、游戏设计中应该怎样从心理上满足玩家的需要?前者的研究主要关注“玩家需要什么?”的问题,后者则探索“如何满足玩家需要?”的问题。 笔者参阅了大量的游戏心理学著作之后,分别引用了奥地利精神分析心理学家弗洛伊德的“潜意识创造论”和美国人本主义心理学家马斯洛的“层次需求论”的观点,并结合了现阶段的游戏设计现状,对这两个问题进行了深入的探索和研究,得出了“大游戏”的概念。所谓“大游戏”应该是一种基于重新审视游戏产生心理动因基础上的概念。以开放的眼光看待快感,把体验提高到一个更重要的位置,无论体验的结果是否快乐,只要它是能够引起一定玩家群体的心理共鸣,我们都可以去把它衍生为一种类型的游戏,当然这样的游戏是一种宽范围、大概念上的数字交互体,一部分是作为商业用途的商品,还有一部分可以用于其它更为宽广的目的用途。所以笔者认为大游戏的概念是指:建立在数字虚拟和交互技术基础之上,不以狭义快感为目的,不以单纯娱乐为宗旨,重视虚拟体验,拥有一定的进程和规则的数字交互活动。
【Abstract】 Game design is a booming discipline, for other relative design discipline, lasting just over 30 years. However, it possesses the front and cross-disciplinary in nature, and in the last 20years it has a rapid development. Nowadays, the domestic game design pay more attentions on the technical aspect of the exploration, and the whole industry are lack of theoretical high examined and summarize. There is inevitable need strong theoretical background as a force to drive deeper research when any industry comes to a certain stage.Game design was named as the "fifth art". And for the reason that it still in a starting stage to make a cross with other disciplines become particularly urgent. At this stage, a number of scholars are mainly from the major aesthetic science, communication studies, art science, computer engineering etc disciplines to make research. Psychics is also a rising discipline as the game design, to make a intersection research of psychics and game design can help us to study many fontal problems, and has high academic values.This article aimed to research two key problems at the point of game psychology. First, what is the corresponding psychological dynamics in game design? Second, how the game design to meet with the player’s psychological needs? The former is focused on "What the player’s need?" The latter paid more attentions on "how to meet the player’s needs?"After reviewing a number of Game Psychics literatures. The writer quoted the viewpoint of the Austrian analysis psychologist Freud’s "subconscious creation theory" and the American psychologist Maslow’s "level of demand" theory respectively. Combined of the resulted of recently Game Design research, and make a in-depth exploration and research in these two issues, and drawn out the "big game" concept. So call "big game" should be a conception which is base on the resurvey of psychological reason. Treat pleasant sensation with an open eyes, bring experiencing up to an important position, no matter the experience is happy or not, only if it can invoke the players resonance. Partly can be used in business, and partlycan be used in some more broad purpose uses. The writer make a own definition of "big game": based on the foundation of digital fiction and mutual action technology, not only focus on narrow happy experiences, paid great attentions on virtual experiences, which has certain processes and regular digital mutual activities.
【Key words】 Electronic games; Game psychology; big game; Virtual environment;
- 【网络出版投稿人】 武汉理工大学 【网络出版年期】2006年 08期
- 【分类号】TS952.83
- 【被引频次】36
- 【下载频次】2889