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학술논문컴퓨터게임및콘텐츠논문지2020.03 발행KCI 피인용 1

Research on analyzing better emotional interaction design in games

Research on analyzing better emotional interaction design in games

마유천(상명대학교); 김석규(상명대학교)

33권 1호, 1~12쪽

초록

Emotion is a person's attitude experience to whether objective things meet their own needs. In the interaction design of products, it is an important principle for emotional interaction design to satisfy users 'emotional expression as much as possible and satisfy users' desire for expression. As a special software product, games can be loved by players because they can find happiness in them. It can be said that the game mainly meets the spiritual needs of players. The essence and purpose of design is to meet the needs of people. Therefore, in the process of game design, all aspects must pay attention to the emotional elements, and to meet the emotional needs of users through interactive means. But what kind of emotional interaction design is a good emotional interaction design in a game? This research is based on the emotional design theory proposed by Professor Donald Arthur Norman, and also refers to the Flow theory proposed by Professor Csikszentmihalyi and the demand hierarchy theory proposed by Professor Abraham Harold Maslow, and analyzes the emotional interaction design commonly found in games today, and then draws conclusions.

Abstract

Emotion is a person's attitude experience to whether objective things meet their own needs. In the interaction design of products, it is an important principle for emotional interaction design to satisfy users 'emotional expression as much as possible and satisfy users' desire for expression. As a special software product, games can be loved by players because they can find happiness in them. It can be said that the game mainly meets the spiritual needs of players. The essence and purpose of design is to meet the needs of people. Therefore, in the process of game design, all aspects must pay attention to the emotional elements, and to meet the emotional needs of users through interactive means. But what kind of emotional interaction design is a good emotional interaction design in a game? This research is based on the emotional design theory proposed by Professor Donald Arthur Norman, and also refers to the Flow theory proposed by Professor Csikszentmihalyi and the demand hierarchy theory proposed by Professor Abraham Harold Maslow, and analyzes the emotional interaction design commonly found in games today, and then draws conclusions.

발행기관:
(사)한국컴퓨터게임학회
DOI:
http://dx.doi.org/10.22819/kscg.2020.33.1.001
분류:
기타공학일반

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Research on analyzing better emotional interaction design in games | 컴퓨터게임및콘텐츠논문지 2020 | AskLaw | 애스크로 AI