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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A Practice-based Research on the Stamina System in Soulsborne Games

Wu, Zonghao, Peng, Shengan January 2024 (has links)
This study explores what potential influence on players’ gameplay experience in Soulsborne games could be brought by the design decision of removing the Stamina system, which is an iconic feature in Soulsborne games that puts a certain level of constraint on players’ in-game actions. A Soulslike game prototype with a melee combat system designed on the basis of Soulsborne games was developed for the research goal of this study. Two different versions of the prototype, with the only difference between which being the removal of the Stamina system in the second version, were used for playtesting. The survey data collected from a total of 24 participants suggests that most players were less concentrated during the in-game combats and experienced a smaller sense of satisfaction and accomplishment when achieving the in-game objective when playing the version that doesn’t have the Stamina system compared with the version that has the Stamina system. On the other hand, as also indicated by the collected survey data, although removing the Stamina mechanic might result in less fun for players, it might help players mitigate their frustration level in games, especially for players with relatively poorer gameplay skills.
2

Exploring Resilience Building in Soulsborne Games

Ye, Chushu January 2023 (has links)
This study investigates how players experience psychological benefits, specifically in promoting resilience and positive behavior change, in Soulsborne games. It is important to note that this study does not suggest video games as a substitute for professional therapy or mental health treatment. This inquiry holds significance for game researchers and designers, and broadens the conversation on the psychological impacts of video games, particularly in unconventionally challenging games. The methodologies used include a close reading of common design elements and a content analysis of public online discussions, underpinned by the principles of the self-efficacy theory and Self-Determination Theory. The close reading highlights four design elements of these games and how they leveraged essential factors for developing self-competence and motivation. These elements overlap significantly with strategies used in professional resilience training programs. The content analysis reveals a strong connection between the difficulty and design philosophy of Soulsborne games and player experiences of coping with personal difficulties or challenges. The findings support the hypothesis that active engagement with Soulsborne games may boost player resilience and catalyze positive behavior alterations, with potential implications for real-life personal development. However, the potential for researcher bias in the detailed examination and content analysis techniques should be acknowledged.

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