語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Understanding Video Game Developer I...
~
Sherwood, Hannah.
FindBook
Google Book
Amazon
博客來
Understanding Video Game Developer Intention Versus Outcome as it Pertains to Audience Experience with Game Narrative.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Understanding Video Game Developer Intention Versus Outcome as it Pertains to Audience Experience with Game Narrative./
作者:
Sherwood, Hannah.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2023,
面頁冊數:
57 p.
附註:
Source: Masters Abstracts International, Volume: 85-04.
Contained By:
Masters Abstracts International85-04.
標題:
Public interest. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30642285
ISBN:
9798380487672
Understanding Video Game Developer Intention Versus Outcome as it Pertains to Audience Experience with Game Narrative.
Sherwood, Hannah.
Understanding Video Game Developer Intention Versus Outcome as it Pertains to Audience Experience with Game Narrative.
- Ann Arbor : ProQuest Dissertations & Theses, 2023 - 57 p.
Source: Masters Abstracts International, Volume: 85-04.
Thesis (M.Sc.)--Purdue University, 2023.
This item must not be sold to any third party vendors.
This paper is a qualitative study that utilizes game players to learn more about the impact of game narrative, and to use this information to understand more of its role in the production ofgames. Initial research into the topic revealed that many competing interests drive game production, but that if narrative was "down-prioritized" in production, a game was more likely to suffer compounding issues that could result in a poor end-product and launch. This nets monetary consequences for a studio, but also severely impacts the team of developers. As the game industry already faces widespread issues with crunch, long work hours over long periods of time, any additional strain on production exacerbates existing issues. Game production documentation is often held privately as the trade secrets of a given studio, so the most feasible way to address these questions is to seek a successful game with amble published documentation and compare those resources to the experiences players themselves have with the title. The Legend of Zelda: Breath of the Wild was the game chosen.A sample of 18 students from Purdue University completed an initial interest survey and provided demographic information. Of those who played games regularly, 4 participants were randomly selected to move forward with an audio and video recorded gameplay session that utilized a think-aloud protocol to capture moment-to-moment experience, and then an audio recorded interview about their experiences. These methods were employed to generate transcripts of their thoughts and experiences where the researcher conducted a thematic analysis of the content. Fifteen codes were synthesized from these transcripts and found that through the context of narrative, participants expressed that gameplay, aesthetics, and critical paths in a game facilitated their experiences with narrative. Participants approached the game and spoke about narrative in a variety of ways during the game session, but all came away with similar conclusions when interviewed. This suggests that game elements that convey narrative are highly effective and opens questions into how changes to those elements can sway interpretation and if that can be controlled for. Further, studying the patterns between these elements and determining what creates the most meaning for players could open new avenues for efficient game design.
ISBN: 9798380487672Subjects--Topical Terms:
564929
Public interest.
Understanding Video Game Developer Intention Versus Outcome as it Pertains to Audience Experience with Game Narrative.
LDR
:03591nmm a2200385 4500
001
2396557
005
20240611104330.5
006
m o d
007
cr#unu||||||||
008
251215s2023 ||||||||||||||||| ||eng d
020
$a
9798380487672
035
$a
(MiAaPQ)AAI30642285
035
$a
(MiAaPQ)Purdue23611779
035
$a
AAI30642285
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Sherwood, Hannah.
$3
3766253
245
1 0
$a
Understanding Video Game Developer Intention Versus Outcome as it Pertains to Audience Experience with Game Narrative.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2023
300
$a
57 p.
500
$a
Source: Masters Abstracts International, Volume: 85-04.
500
$a
Advisor: Whittinghill, David M.;Giri, Nandhini;Howard, Robert T.
502
$a
Thesis (M.Sc.)--Purdue University, 2023.
506
$a
This item must not be sold to any third party vendors.
520
$a
This paper is a qualitative study that utilizes game players to learn more about the impact of game narrative, and to use this information to understand more of its role in the production ofgames. Initial research into the topic revealed that many competing interests drive game production, but that if narrative was "down-prioritized" in production, a game was more likely to suffer compounding issues that could result in a poor end-product and launch. This nets monetary consequences for a studio, but also severely impacts the team of developers. As the game industry already faces widespread issues with crunch, long work hours over long periods of time, any additional strain on production exacerbates existing issues. Game production documentation is often held privately as the trade secrets of a given studio, so the most feasible way to address these questions is to seek a successful game with amble published documentation and compare those resources to the experiences players themselves have with the title. The Legend of Zelda: Breath of the Wild was the game chosen.A sample of 18 students from Purdue University completed an initial interest survey and provided demographic information. Of those who played games regularly, 4 participants were randomly selected to move forward with an audio and video recorded gameplay session that utilized a think-aloud protocol to capture moment-to-moment experience, and then an audio recorded interview about their experiences. These methods were employed to generate transcripts of their thoughts and experiences where the researcher conducted a thematic analysis of the content. Fifteen codes were synthesized from these transcripts and found that through the context of narrative, participants expressed that gameplay, aesthetics, and critical paths in a game facilitated their experiences with narrative. Participants approached the game and spoke about narrative in a variety of ways during the game session, but all came away with similar conclusions when interviewed. This suggests that game elements that convey narrative are highly effective and opens questions into how changes to those elements can sway interpretation and if that can be controlled for. Further, studying the patterns between these elements and determining what creates the most meaning for players could open new avenues for efficient game design.
590
$a
School code: 0183.
650
4
$a
Public interest.
$3
564929
650
4
$a
Writers.
$3
3549409
650
4
$a
Genre.
$3
2191767
650
4
$a
Computer & video games.
$3
3548317
650
4
$a
Narrative theme.
$3
3686154
650
4
$a
Success.
$3
518195
650
4
$a
Audiences.
$3
618475
650
4
$a
Plot (Narrative).
$3
3563398
650
4
$a
Design.
$3
518875
650
4
$a
Storytelling.
$3
535033
650
4
$a
Addictive behaviors.
$3
3563047
650
4
$a
Mechanics.
$3
525881
650
4
$a
Aesthetics.
$3
523036
650
4
$a
Behavioral psychology.
$3
2122788
650
4
$a
Communication.
$3
524709
650
4
$a
Psychology.
$3
519075
690
$a
0650
690
$a
0389
690
$a
0346
690
$a
0384
690
$a
0459
690
$a
0621
710
2
$a
Purdue University.
$3
1017663
773
0
$t
Masters Abstracts International
$g
85-04.
790
$a
0183
791
$a
M.Sc.
792
$a
2023
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30642285
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9504877
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入