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02173 am a22002173u 4500 |
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14731 |
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|a dc
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|a Chen, Zhaocong
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|a Connor, Andy
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|a Norris, Sigrid
|e contributor
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|a The Feasibility of Using Multimodal Analysis in the Playtesting of Video Games
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|b Auckland University of Technology,
|c 2021-11-26T00:30:17Z.
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|a This thesis has researched the feasibility of implementing the Multimodal Interaction Analysis method in the context of video game playtesting. Playtesting is a process that aims to test the design elements, content, and play experience delivered through the video game to the player to refine and improve the video game. Traditional playtesting often includes large-scale experiments that combine quantitative and qualitative research for the player and require large numbers of participants and often relies on memory of events that occur during gameplay. The thesis proposes that Multimodal Interaction Analysis has the potential to enhance traditional approaches to playtesting that has not yet been explored. This research uses multimodal analysis to examine the video game's designed mechanics, designed elements, and higher-level actions that the player conducted by analyzing specific video games' playing footage and clips. Two games have been selected as research objects, which are CS: GO and PUBG, and a total of seven playing clips of these two games, have also been selected for multimodal analysis. Based on the result of multimodal analysis, both games' mechanics and elements that consisted of the whole playing feature of the game, and factors that might lead to worse player experience have been successfully located. This research has shown that multimodal analysis could be applied as a method during playtesting to locate the factors that impact the player experience for specific games, such as PUBG and CS: GO.
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|a OpenAccess
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|a en
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|a Video Games
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|a Multimodal Interaction Analysis
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|a Playtesting
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|a Case Study
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|a Thesis
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|z Get fulltext
|u http://hdl.handle.net/10292/14731
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