2010年11月25日 星期四

Two-D or not Two-D_ Gender implications of visual cognition in electronic games

ABSTRACT


  Are there repercussions from 3D graphics being used in the majority of current video games? This research investigates whether the use of 2D and 3D graphics in video games affect the extent of how attracted a male is to playing an electronic game versus how attracted a female is. Published research indicates males outperform women in 3D virtual environments; this research illustrates that gender has an influence on how attracted an individual is to an electronic game. Over the course of two weeks participants took part in a study to assess whether 2D and 3D video games attract females and males differently. A multimethod (quantitative and qualitative) research design was used analogous to that of Sedig et al. [2001]. Data collection included various measures and approaches for cross-validation. Results indicate that if an electronic game is to appeal to the majority of female players, the game should be 2D, easy, and fun; if the game is to appeal to the majority of male players, the game should be 3D, challenging, and fun.
 
What I See
  這篇論文講到2性上普遍能力上的差異,使得玩遊戲時的觀點與看法有所不同,比如男孩較能感受刺激並反應已獲得樂趣,而女孩則可能對可愛有趣的圖片與社交回饋感興趣。而此篇文章以3D與2D作為切入點並說男生喜歡3D與女生更感興趣於2D的結論,我想已經算是過時的資訊,Wii已經很明顯得打破這個論點。就用Wii的運動遊戲來說,他擁有可愛生動的人物造型、少量的旋轉視角及必要情況的輔助地圖並擁有與他人同樂的功能,僅管它是3D遊戲,仍然受到2性的歡迎,這篇文獻中所發現男女差異的問題,實質上能靠互動與介面設計來解決,而Wii就做到了這一點。

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