A Study of Game Design Elements on Smartphone

Autor: Lin-Ya Chang, 張琳雅
Rok vydání: 2016
Druh dokumentu: 學位論文 ; thesis
Popis: 104
In recent years, smartphone has been gradually being a new portable game device. Game app is also the most dowlonded type on smartphone. Because of its universal, players have been became wide-ranging. Except for entertainment, game also includes physical and psychological adjustment and education, such as showing self, stimulating competition, training brain and eye - hand coordination, bringing interaction… and so on. All of these are game elements which we want to research. The purpose of this study is to investigate game design elements which suit users on smartphone. Through literatures, we analyzed that “Pazzle Game” is the most popular type, so we used it to be an experiment model. In addition, we used three common touch gestures ‘‘tap, drag, slide’’ and external game elements of game screen ‘‘target, level, score, top score, limited time, limited resource, in turn’’ to design our experiment. Then researched three gestures whether have an influence on external game elements and internal game elements of player’s psychology ‘‘game experience, competition, challenge, a sense of achievement’’ or not. And investigated the relationship between external game elements and internal game elements. The results showed: diffefrent touch gestures had an influence on game design elements. We could suggest game design ways through the results about relationships of three gestures, external and internal game elements. ‘‘Tap and slide’’ had an effect on ‘‘limited time and challenge,’’ so two elements could be designed on games which used tap and slide. ‘‘Tap, drag and slide’’ had an effect on ‘‘level and challenge,’’ and ‘‘repeated play’’ had an effect on ‘‘a sense of achievement,’’ too. Therefore, no matter what gestures, designing a lot of levels could make players feel more challenging, and got some achievements from missions completed. ‘‘Tap and drag’’ had an effect on ‘‘top score and competition,’’ and males more cared about having rivals than females, so top score could be designed on games using tap and drag, even for males. However, females got higher score than males on “tap and drag” games, so two gestures could be designed on female games. Finally, we found “three gestures” had no effect on “game experience.” That meaned “Puzzle Game” was designed for anyone who had different game experience.
Databáze: Networked Digital Library of Theses & Dissertations