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Dijital Oyunlar: Tasarım Gereksinimleri ve Oyuncu Psikolojisi

Yıl 2015, Cilt: 6 Sayı: 19, 7 - 21, 01.04.2015
https://doi.org/10.5824/1309-1581.2015.2.001.x

Öz

Bilgisayar oyunu tasarımı sadece algoritmalardan, betik dillerinden ve mantık yapılarından ibaret değildir. Bilgisayar oyunları etkileşimli ortamlardır ve oyuncular birer insandır, bu yüzden oyuncu etkileşiminin sosyal bir olgu olduğu hiçbir zaman unutulmamalı ve alternatif bir gerçekliğe adım atmanın altında yatan psikolojik bileşenler göz ardı edilmemelidir. Sanal dünyanın gerçekçiliği, oynanabilirliği, inandırıcılığı, oyuncuya verdiği memnuniyet ve haz önemli tasarım kriterleridir. Oyuncunun kendisini iletişim kanalından iletilen dünyada hissetmesi ve iletilen dünyada bulunduğuna inanması, sanal dünyadaki olaylar örgüsü üzerinde kontrol sahibi olduğunu ve özgür seçimleriyle sanal dünyayı etkileyebildiğini düşünmesi çok önemlidir. Tasarım sürecinde bilgisayar oyunlarına oyuncunun gözünden bakmak, tasarımcının istediği oyunu değil de oyuncuların oynamak isteyeceği oyunları geliştirmek için başarının temel anahtarıdır.

Kaynakça

  • Bartle, R. A. (2004). Designing Virtual Worlds. New Riders Publishing.
  • Cheng, K. & Cairns, P. (2005) Behaviour, realism and immersion in games. ACM Conf. on Human Factors in Computing Systems, CHI 2005, ACM Press, 1272-1275.
  • Crawford, C. (1982). The Art of Computer Game Design. Berkeley, CA: Osborne / McGraw Hill.
  • Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial, New York.
  • Fontaine, G. (1992). The Experience of a Sense of Presence in Intercultural and International Encounters. Presence: Teleoperators and Virtual Environments, 1 (4), 482–490.
  • Ginley, M., Bowles, J. & Eastman, C., (2005) Video Games and Software Engineering: A Case Study.
  • NSF-REU Program Paper, University of South Carolina, Department of Computer Science and Engineering.
  • Heeter, C. (1992). Being There: The Subjective Experience of Presence. Presence: Teleoperators and Virtual Environments, 1(2), 262-271.
  • Henderson, E. (1998). How Real is Virtual Real. IEEColloquium Digest.
  • Hunicke, R. & Chapman, V. (2004). AI for Dynamic Difficulty Adjustment in Games.
  • Challenges in Game Artificial Intelligence AAAI Workshop, San Jose, 91-96.
  • Johnston, D. (2004). 3D game engines as a new reality. Proceedings of the 4th Annual CM316 Conference on Multimedia Systems.
  • Juul, J. (2004). Introduction to Game Time. Kaynak: Wardrip-Fruin, N. & Harrigan, P. FirstPerson: New Media as Story, Performance, and Game, MIT Press, 131-142.
  • Kamal, B. (2003). Believability in Computer Games. IE2004 Australian Workshop on Interactive Entertainment, Sydney.
  • Laurel, B. (1993) Computers as theatre. Reading, Mass.: Addison-Wesley Publishing Company.
  • Low, G. S. (2001) Understanding Realism in Computer Games Through Phenomenology, Erişim: http://xenon.stanford.edu/~geksiong/papers/cs378/cs378paper.htm
  • Mateas, M. (1997) An Oz-Centric Review of Interactive Drama and Believable Agents, Tech Report CMU-CS-97-156, Carnegie Mellon University.
  • McGreevy, M. W. (1992). The Presence of Field Geologists in Mars-like Terrain. Presence: Teleoperators and Virtual Environments, 1 (4), 375–403. Newman, J. (2004). Videogames. London & New York: Routledge.
  • Rollings, A. and Adams, E., (2003). Andrew Rollings and Ernest Adams on game design. Indianapolis, IN: New Riders Games.
  • Sánchez, J. L. G, Vela, F. L. G., Simarro, F. M. & Padilla-Zea, N. (2012) Playability: analysing user experience in video games. Behaviour & Information Technology.
  • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6 (6), 603-616.
  • Storms, R. L. & Zyda, M. J. (2000). Interactions in Perceived Quality of Auditory-Visual Displays. Presence, 9(6), 557-580.
  • Sweetser, P. & Wyeth, P. (2005). GameFlow: A Model for Evaluating Player Enjoyment in Games, ACM Computers in Entertainment 3 (3).
  • Witmer, B.G. & Singer, M.J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3),. 225-240.

Digital Games: Design Requirements and Player Psychology

Yıl 2015, Cilt: 6 Sayı: 19, 7 - 21, 01.04.2015
https://doi.org/10.5824/1309-1581.2015.2.001.x

Öz

Computer game design is not only about algorithms, scripts and logic. Games are interactive environments and gamers are humans, so it should be remembered that gamer interaction is a social phenomenon ve the psychological components that underlie the concept of stepping into an alternative reality can not be ignored. The realism, playability, understandability, believability of the virtual world and player enjoyment are important design requirements. The player should feel himself in the world mediated by the computer and should belive that he/she exists there. The player should also feel a sense of control over the events and should think that he/she can affect the virtual environment. Looking into a game from the player's perspective is very important if your aim is to design the games that players want, not the games that the designers want to design.

Kaynakça

  • Bartle, R. A. (2004). Designing Virtual Worlds. New Riders Publishing.
  • Cheng, K. & Cairns, P. (2005) Behaviour, realism and immersion in games. ACM Conf. on Human Factors in Computing Systems, CHI 2005, ACM Press, 1272-1275.
  • Crawford, C. (1982). The Art of Computer Game Design. Berkeley, CA: Osborne / McGraw Hill.
  • Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial, New York.
  • Fontaine, G. (1992). The Experience of a Sense of Presence in Intercultural and International Encounters. Presence: Teleoperators and Virtual Environments, 1 (4), 482–490.
  • Ginley, M., Bowles, J. & Eastman, C., (2005) Video Games and Software Engineering: A Case Study.
  • NSF-REU Program Paper, University of South Carolina, Department of Computer Science and Engineering.
  • Heeter, C. (1992). Being There: The Subjective Experience of Presence. Presence: Teleoperators and Virtual Environments, 1(2), 262-271.
  • Henderson, E. (1998). How Real is Virtual Real. IEEColloquium Digest.
  • Hunicke, R. & Chapman, V. (2004). AI for Dynamic Difficulty Adjustment in Games.
  • Challenges in Game Artificial Intelligence AAAI Workshop, San Jose, 91-96.
  • Johnston, D. (2004). 3D game engines as a new reality. Proceedings of the 4th Annual CM316 Conference on Multimedia Systems.
  • Juul, J. (2004). Introduction to Game Time. Kaynak: Wardrip-Fruin, N. & Harrigan, P. FirstPerson: New Media as Story, Performance, and Game, MIT Press, 131-142.
  • Kamal, B. (2003). Believability in Computer Games. IE2004 Australian Workshop on Interactive Entertainment, Sydney.
  • Laurel, B. (1993) Computers as theatre. Reading, Mass.: Addison-Wesley Publishing Company.
  • Low, G. S. (2001) Understanding Realism in Computer Games Through Phenomenology, Erişim: http://xenon.stanford.edu/~geksiong/papers/cs378/cs378paper.htm
  • Mateas, M. (1997) An Oz-Centric Review of Interactive Drama and Believable Agents, Tech Report CMU-CS-97-156, Carnegie Mellon University.
  • McGreevy, M. W. (1992). The Presence of Field Geologists in Mars-like Terrain. Presence: Teleoperators and Virtual Environments, 1 (4), 375–403. Newman, J. (2004). Videogames. London & New York: Routledge.
  • Rollings, A. and Adams, E., (2003). Andrew Rollings and Ernest Adams on game design. Indianapolis, IN: New Riders Games.
  • Sánchez, J. L. G, Vela, F. L. G., Simarro, F. M. & Padilla-Zea, N. (2012) Playability: analysing user experience in video games. Behaviour & Information Technology.
  • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6 (6), 603-616.
  • Storms, R. L. & Zyda, M. J. (2000). Interactions in Perceived Quality of Auditory-Visual Displays. Presence, 9(6), 557-580.
  • Sweetser, P. & Wyeth, P. (2005). GameFlow: A Model for Evaluating Player Enjoyment in Games, ACM Computers in Entertainment 3 (3).
  • Witmer, B.G. & Singer, M.J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3),. 225-240.
Toplam 24 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Research Article
Yazarlar

Barbaros Bostan Bu kişi benim

Özhan Tıngöy Bu kişi benim

Yayımlanma Tarihi 1 Nisan 2015
Gönderilme Tarihi 1 Nisan 2015
Yayımlandığı Sayı Yıl 2015 Cilt: 6 Sayı: 19

Kaynak Göster

APA Bostan, B., & Tıngöy, Ö. (2015). Dijital Oyunlar: Tasarım Gereksinimleri ve Oyuncu Psikolojisi. AJIT-E: Academic Journal of Information Technology, 6(19), 7-21. https://doi.org/10.5824/1309-1581.2015.2.001.x