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Where Am I : = Players' Memory of 2D Games' Maps.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Where Am I :/
其他題名:
Players' Memory of 2D Games' Maps.
作者:
Zhou, Junfeng.
面頁冊數:
1 online resource (32 pages)
附註:
Source: Masters Abstracts International, Volume: 84-07.
Contained By:
Masters Abstracts International84-07.
標題:
Design. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30241454click for full text (PQDT)
ISBN:
9798368422145
Where Am I : = Players' Memory of 2D Games' Maps.
Zhou, Junfeng.
Where Am I :
Players' Memory of 2D Games' Maps. - 1 online resource (32 pages)
Source: Masters Abstracts International, Volume: 84-07.
Thesis (M.S.)--Northeastern University, 2022.
Includes bibliographical references
Most of the published Metroidvania games provide players with a map in UI to refer to during the runtime to prevent players from getting lost in the levels. However, the mapless design is almost non-exist in this game genre. Since checking map action interrupts the player's experience, this paper hypothesizes that certain game mechanics could improve players' spatial memory to reduce the need for a map. I focus on the mechanics in which the player is being chased by a monster to validate whether it is helpful for players to memorize the level maps. I conducted a within-subject experiment, asked the participants to play two game levels with or without a chasing monster, and assessed their memory of the levels' map. According to the independent t-test result of the experiment data, the chasing-monster feature was verified as not affecting participants' memory of the maps. Additionally, I analyzed behavioral patterns deviation between experienced or inexperienced players in the gameplay and memory assessment process for future references in game and level design of Metroidvania games.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798368422145Subjects--Topical Terms:
518875
Design.
Subjects--Index Terms:
2D gamesIndex Terms--Genre/Form:
542853
Electronic books.
Where Am I : = Players' Memory of 2D Games' Maps.
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Most of the published Metroidvania games provide players with a map in UI to refer to during the runtime to prevent players from getting lost in the levels. However, the mapless design is almost non-exist in this game genre. Since checking map action interrupts the player's experience, this paper hypothesizes that certain game mechanics could improve players' spatial memory to reduce the need for a map. I focus on the mechanics in which the player is being chased by a monster to validate whether it is helpful for players to memorize the level maps. I conducted a within-subject experiment, asked the participants to play two game levels with or without a chasing monster, and assessed their memory of the levels' map. According to the independent t-test result of the experiment data, the chasing-monster feature was verified as not affecting participants' memory of the maps. Additionally, I analyzed behavioral patterns deviation between experienced or inexperienced players in the gameplay and memory assessment process for future references in game and level design of Metroidvania games.
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