ミカミ コウジ
Koji Mikami
三上 浩司 所属 メディア学部 メディア学科 職種 教授 |
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言語種別 | 英語 |
発行・発表の年月 | 2011/06 |
形態種別 | 国際会議論文 |
査読 | 査読あり |
標題 | From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest Levels |
執筆形態 | 共著 |
掲載誌名 | Nicograph International |
出版社・発行元 | Art and Science Sosiety |
著者・共著者 | Kenneth Chan, Koji Mikami and Kunio Kondo |
概要 | ゲームプレイヤーの脳波を測定し,共通の「集中度」の上昇を示す法則を見つけ,分析した. Traditional single player first person shooter (FPS) games adopt a generally linear level design. Players are not given much choice as to where to go next, and thus it is paramount that the designer is able to keep the player interested throughout the whole level. It is widely accepted that in order to keep the player’s interest, it is important to offer the player a varied gaming experience by presenting high interest and low interest encounters in an alternating fashion. However, while there are general theories and rules of thumb as to how this can be done, there is little formal knowledge about how exactly high or low interest levels can be achieved. Our goal is to create a better understanding on how to design encounters that affect interest levels in linear FPS games. Specifically, how exactly a player’s interest levels can be raised intentionally.. |