![]() ![]() As a result, the paper proposes a video game seizure rating (VGS rating). This paper proposes an effort to measure the potential of seizure by qualitatively measuring the playing environment and the game content. This information is considered late, since in order to understand the potential of seizure, the player should buy and play the video game first. On the game industry, the seizure information warning is displayed when the game is started and already purchased. One of the issues on a video game is creating several light patterns and quick movement that potentially makes a player feels dizzy, motion sickness or even seizure. Hence the worlds created by Amanita Design seem to be the answer to the dominant hyper-realistic aesthetics of mainstream games. The new reality, however radically anti-realistic, does not try to pretend to be something else than itself. Every time they set a spatially complex structure in the two-dimensional environment of the game, it manages, despite its fantastic nature, to maintain its full integrity. The creators base their technique on a deconstruction of one reality, and at the same time they build entirely new worlds. Such refined structure of virtual assemblage seems to escape the concept of simulacrum. The structure of these game cluster spaces is built not only from material artefacts of human culture but also from the elements of nature. These examples are particularly interesting as the artistic technique in this case goes beyond the aesthetic aspects (visual art and music) and the narration, and actively informs the gameplay. This paper will show how the collage technique actively influences the structure of Amanita Designs’ games, such as Samorost series, Botanicula, Machinarium. Keywords: personality game elements game preference genre demographic game design. This work shows that a refined itemization helps to begin to understand the psychological human complexity that drives players’ preferences. The relevant personality traits of the models matched game elements of the genre. Eight game genre models were found statistically significant, and accounted for 2.6% to 7.5% of gamers’ preferences for game genres based on personality factors. Data from 545 participants was analyzed by multiple linear regression. The NEO-FFI questionnaire based on the Five Factor model was selected for measuring gamers’ personality traits. A Gaming Preferences Questionnaire was developed and validated to identify gamers’ preferences. The motivation is to contribute to demographic game design by identifying gamers’ personality profiles in order to better satisfy their needs and enjoyment. This thesis work researches the hypothesis that people with certain personality traits would prefer certain video game genres. ![]()
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