题名: | 面向大型实景剧本杀的移动娱乐空间沉浸感研究与设计 |
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学号: | 202030601215 |
论文语种: | chi |
培养层次: | 硕士 |
培养单位: | 广州美术学院 |
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专业: | |
导师1姓名: | |
论文答辩日期: | 2023-06-10 |
外文题名: | Research and design of mobile entertainment Space Immersion for Live-Action Role-Playing Games (LARP) |
论文摘要: |
随着线下娱乐方式主力消费人群的转变,剧本杀因其具有娱乐社交的属性而受到新的主力消费人群的喜爱,随之也迭代发展出大型实景剧本杀的创新性玩法。但这种新型业态的发展面临着一系列的挑战,存在着成本高、可控性低、场景过大造成沉浸感断层等问题。在汽车网联化、电子电气化以的背景下,汽车开始从“交通工具”往“移动空间”概念转移,使其应用场景有了更多的可能性。以汽车为载体的“移动娱乐空间”为缓解实景剧本杀的问题,优化用户体验提供了新的解题思路。沉浸感是实景剧本杀玩家最重视,也是最本质的体验,决定着玩家对剧本杀游戏的满意度。本课题将讨论移动娱乐空间的加入如何满足大型实景剧本杀玩家的的沉浸感需求。
首先,本文介绍了大型实景剧本杀的概念及发展背景并界定了移动娱乐空间的概念,再结合相关理论分析不同类型的案例中影响沉浸感的因素。在梳理总结了相关概念理论的基础上,选择最适合选题的PAT(Person-Artifact-Task)理论作为本文的理论支点。在“人”、“工具”、“任务”三个维度以及空间体验维度设置用户访谈提纲,总结提炼用户原话得出相关要点作为问卷调研设计的参考。通过定性定量分析总结“人与工具”、“工具与任务”、”任务与人”三者的互动所产生的沉浸感影响因素,结合虚拟现实技术在“沉浸空间”的运用,整合构建了面向大型实景剧本杀的移动娱乐空间沉浸体验模型。基于构建的沉浸体验模型,提出相应的移动娱乐空间在大型实景剧本杀应用中沉浸感营造的设计策略,总结为“互动性设计策略”、“叙事性设计策略”、“流程体验设计策略”三种类型七个设计策略。最后,根据提出的设计策略指导设计实践的产出,并以广汽研究院“新一代Magicbox”的移动服务样车作为移动娱乐空间的原型进行设计,解决大型实景剧本杀的痛点,强化爽点,提升玩家沉浸感从而优化用户体验。
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外文摘要: |
The rise of a new group of consumers has led to the popularity of murder mystery games as a social and entertaining form of offline entertainment. To meet the demand for a more immersive experience, large-scale live-action murder mystery games have emerged as a new business model. However, this model faces challenges such as high costs, low controllability, and disjointed immersive experiences caused by overly large scenes. To address these challenges, a new solution has emerged in the form of the "mobile entertainment space," which utilizes cars as carriers, providing a more optimized user experience and fulfilling players' need for immersion.
This paper introduces the concept and development background of large-scale live-action murder mystery games and defines the concept of mobile entertainment space. Relevant theories are analyzed to understand the factors affecting immersion in different types of cases. To support this paper, the Person-Artifact-Task (PAT) theory is selected, and a user interview outline is set up based on the three dimensions of "person," "tool," and "task," as well as the dimension of spatial experience. The relevant points distilled from the users' original words are summarized as a reference for questionnaire design.
Through qualitative and quantitative analysis of the interaction between "person and tool," "tool and task," and "task and person," as well as the impact factors on immersion generated by such interaction and the application of virtual reality technology in "immersive space," an immersive experience model for mobile entertainment space for large-scale live-action murder mystery games is integrated and constructed. Based on the constructed immersive experience model, this paper proposes corresponding design strategies for creating immersion in the application of mobile entertainment space in large-scale live-action murder mystery games, which are summarized into three types and seven design strategies: "interaction design strategy," "narrative design strategy," and "process experience design strategy."
Finally, the output of design practice is guided by the proposed design strategies, and the prototype of the mobile service car "New Generation Magicbox" developed by GAC Research Institute is used as the basis for designing mobile entertainment space. This solution addresses the pain points of large-scale live-action murder mystery games, strengthens the high points, and enhances player immersion to optimize user experience.
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分类号: | J |
公开日期: | 2023-09-04 |