Abstract
In conventional game designs, only “positive” user experience (UX) such as how to make the game fun and attractive has been drawing attention. The play of a game, however, belongs to not only a context of a game but also comprehensive contexts including life and society. Problems such as being got a game machine away by parents because of too much game play and causing troubles and accidents by playing a game while walking or driving might be considered as “negative” UX in such comprehensive contexts. The objective of this research is to propose a game design methodology of preventing negative UX of the game in comprehensive contexts without reducing positive UX of the game. This paper reports a trial on controlling the user’s motivation by changing the game parameters of “Breakout” such as ball speed and paddle size and inducing the user to terminate the game contentedly.
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Hironaka, E., Murakami, T. (2019). Game Design Methodology Considering User Experience in Comprehensive Contexts (Trial on Inducing Player to Terminate Game Contentedly by Motivation Control). In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2018. Advances in Intelligent Systems and Computing, vol 795. Springer, Cham. https://doi.org/10.1007/978-3-319-94619-1_39
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DOI: https://doi.org/10.1007/978-3-319-94619-1_39
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