This study aims to look at multiple modern first person shooter games communitiesto see how their perception of gunplay may be similar or differ from one another.The study uses Toh’s (2016) model for players' feelings towards their primaryweapons to form a questionnaire, the questionnaire is based upon previous researchwithin appraisal theory, player goals , and players feelings. The questionnaire wasthen sent out to Apex Legends, Call of Duty: Warzone and Rainbow Six: Siegecommunities to gather their perception of weapon attributes and their effects onplayers. After analysis of the data similarities and differences were found withinspecific weapon attributes that showed how the communities valued variousweapon attributes. Call of Duty: Warzone focused more on lowering time to kill, whileRainbow Six: Siege focused more on being able to accurately breach and hold offenemies in close engagments. Using background research a possible way to showgame developers how to increase a player's play time from the data collected is alsodiscussed. With the help of an acafen approach a discussion on possibilities as towhy the games have different values and preferences is also had.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-505562 |
Date | January 2023 |
Creators | McCabe, Andrew |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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