DOI QR코드

DOI QR Code

스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로

Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners

  • 투고 : 2019.12.04
  • 심사 : 2019.12.21
  • 발행 : 2020.02.29

초록

Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

키워드

참고문헌

  1. R. Scully-Blaker, J. Begy, M. Consalvo, and S. Ganzon, "Playing along and playing for on Twitch: Livestreaming from tandem play to performance," Proceedings of the 50th Hawaii International Conference on System Sciences, Jan. 2017.
  2. M. Tarcizio, and A. F. Octacilio, "A Arena Espetaculo: quando as fronteiras de jogo e trabalho se rompem," XIV Congresso de Ciencias da Comunicacao na Regiao Norte, May, 2015.
  3. A. Thiago, and S. Song, "Speedrunning - How Game System Can Be Made To Be Broken," Proceedings of Korea Institute of information and Communication Engineering, vol.23, no.2, pp. 235-237, Oct. 2019.
  4. R. Hunicke, M. LeBlanc, and R. Zubek, "MDA: A Formal Approach to Game Design and Game Research," Proceedings of the AAAI Workshop on Challenges on Game AI, vol. 4, no. 1, pp. 1722, Jul. 2014.
  5. B. M. Winn, "The Design, Play and Experience Framework," in Handbook of Research on Effective Electronic Gaming in Education, ch. 58, pp. 1010-1024, 2009.
  6. R. Scully-Blaker, "Re-curating the Accident: Speedrunning as Community and Practice," Masters thesis, Concordia University, 2016.
  7. M. Csikszentmihalyi, Flow: The Psychology of Optimal Experience. EPub Edition, New York, HarperCollins Publishers Inc., 2008.
  8. A. Mariana, "A narrative disassemble:The Legend of Zelda-Ocarina of Time's rules and speedrun," Revista Tematica, vol. 13, no. 3, Mar. 2017.
  9. J. Juul, Half-Real: Video Games between Real Rules and Fictional Wordls. London: MIT Press Cambridge , 2005.