China's first online games published female Master of the game to promote a sense of fluency

Source: Internet
Author: User
Keywords Online games female master game
The first article in China and online games related to the paper published in the magazine, the author is a female master, her paper "Fluency theory and its use of a number of ideas from the online game," In-depth talk about "the sense of fluency", and suggested that the game experience should be transferred to the teaching or work, causing the attention of the game industry. According to the original description, "fluency, also translated into immersion, refers to a temporary, subjective experience, when people in the activities of the full input in the context, is to enter a state of immersion." This is also possible in online gaming, which is why many people are obsessed with online gaming. "The academic world has been concerned about the" fluency "of the game, and the game's research on the fluency of the game has never been interrupted.  "Journey 2," The main planning Feng previously said, in the research and development period, has focused on improving the game "smooth feeling" of perfection, which includes "The main branch line task guidance, the level of transition of the smooth sense, and so on" and this is the paper "fluency" of the statement coincide.  The female master thinks that the elements of fluency are approximately four: "Clear target", "clear Schedule", "task and skill relative balance", "devote wholeheartedly". 1. Each step required for a clear goal of the activity is clearly targeted, and the actors know exactly what to do next. But the more creative the problem is, the less clear it is to do so. At this point, each step of the online game is very clear. In general, online games have levels and tasks, the completion of a task can be upgraded, which makes the goal more specific and easier to operate. After each level of the game, the next task is clearly shown in the game's operating interface, allowing the player to know his next goal and know what to do next. There will never be a problem of uncertainty.  This is difficult to achieve in our artistic creation or instructional design. 2, the progress of a clear individual can clearly know the progress of the activity. Each action step can receive immediate feedback. As mentioned above, whenever a player completes a task, he can instantly get feedback, such as bonus points or levels of improvement. As with the reinforcement in behaviorism, the game emphasizes in the design to give immediate positive reinforcement, thus increasing the frequency of the behavior of the game. In the process of creation, this feedback is not immediately available.  Many creative achievements take time to embody, which makes it difficult for people to get a sense of satisfaction. 3. The relative balance between tasks and skills should be balanced between the challenges facing them and their skills. If the challenge is too great, it will experience frustration, inability to meet it, and no interest if there is no challenge. The network game skillfully realizes the Operation skill and the challenge the balance, the artificial design game difficulty surpasses the individual ability to be able to achieve. Players have a sense of achievement at each level.  In reality or in the process of creation, challenges are not designed to be man-made. 4, wholeheartedlyThe whole creation process must be absorbed, with no side mo. Also because of the fluency in the experience of the full investment, so that individuals do not worry about success or failure, to achieve the realm of ecstasy. In the online game, the player immersed in it, because the whole body into a set of circumstances, feel time flies. And because of its cheerful mood makes people forget the success or failure of the dispute. And if people do not care about success or failure, then less pressure from the task, the pleasure will also improve. In addition, in the course of the game, the greatest pleasure is the game itself, not any specific rewards.  This enables us to reflect on the effectiveness of external rewards in the teaching process. Female Master believes that these 4 elements constitute a network game experience of fluency, that this experience should be migrated to teaching or work, to achieve the application of the theory of fluency. "How to guide the enthusiasm of the online games into our work, as well as in the process of teaching design to refer to the basic concept of game design is the topic we should explore." "(Digging the shell net)
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