Video games as a system are composed of two component systems: the player and
the game. The interaction between these two create specific gameplay
experiences which can be described mechanically by player actions and gameplay
challenges. We systematically look at potential player actions (as defined by
basic cognitive and motor abilities) and gameplay challenges to understand how
they relate to each other. We quantify these relationships by the importance of
each action to the completion of a challenge. We summarize these relationships
in several tables, separated by controller context. From these tables we draw
conclusions about areas for novel gameplay, game analysis, and the impact of
challenge design on people of differing abilities by examining trends in the
data. We end by exploring ways to improve our methodology, refine our data, and
other avenues to explore in the future. / Thesis / Master of Applied Science (MASc)
Identifer | oai:union.ndltd.org:mcmaster.ca/oai:macsphere.mcmaster.ca:11375/24028 |
Date | January 2018 |
Creators | Soraine, Sasha |
Contributors | Carette, Jacques, Computing and Software |
Source Sets | McMaster University |
Language | English |
Detected Language | English |
Type | Thesis |
Page generated in 0.0016 seconds