DOI QR코드

DOI QR Code

Relation between Game Motivation and Preference to Cutscenes

  • 완소음 (전북대학교 공과대학 디자인제조공학과) ;
  • 조동민 (전북대학교 예술대학 산업디자인과)
  • Received : 2014.08.10
  • Accepted : 2014.09.05
  • Published : 2014.09.30

Abstract

Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

Keywords

References

  1. Bartle Richard, Hearts, Clubs, "Diamonds, Spades: Players who suit MUDs", Journal of MUD Research, from http://mud.co.uk/richard/hcds.htm, 1996.
  2. Espen A, Cybertext, Perspectives on Ergodic Literature. Baltimore, John Hopkins University Press, 1997.
  3. Lee KM, Presence, explicated. Communication Theory, 2006.
  4. Lombard M &Ditton T, "At the heart of it all: the concept of presence", Journal of Computer-mediated Communication, 2006.
  5. Werner W, Tilo H, Saskia B, Peter V, Christoph K, Holger S, Timo S, Jari L, Niklas R, Feliz RG, Frank B, Ana S, Lutz J, Thomas B& Petra J, "Running head: Spatial Presence Theory", Aprocess Model of the Formation of Spatial Presence Experiences, 2007.
  6. Weibel D & Wissmath B, Immersion in Computer Games, "The Role of Spatial Presence and Flow", International Journal of Computer Games Technology, Volume 2011, Hindawi Publishing Corporation, 2011.

Cited by

  1. The Proposal for the Model of Users' Addictions in Social Gaming vol.40, 2015, https://doi.org/10.7230/KOSCAS.2015.40.337