A study for pleasantness in a computer game by analytic hierarchy process.
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- YAMASHITA Toshiyuki
- Det. of Electrical and Information Eng., Faculty of Eng., Yamagata Univ.
Bibliographic Information
- Other Title
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- AHPによるコンピュータゲームにおける楽しさの分析
Description
In the information-oriented society, we have been spending more time on interaction with computer systems. We adopted a computer game —the Breakout computer game— as an example of the interaction between the computer system and the user. In the original Breakout game, the player uses a mouse to control the position of the paddle on the lower side of the display. The paddle is used to bounce the ball against the wall of bricks on the upper side of the display. Each time the ball bounce off the wall, it knocks one brick out of the wall and adds to the score. The goal of the game is to knock out all the bricks. We constructed eight different versions of the game by varying the three features, that is, the number of the balls, breaking out the bricks, and showing the score on the display. We used Saaty's AHP (Analytic Hierarchy Process) procedure to evaluate how each feature determine whether the game was liked. The results from AHP revealed that the number of the balls, breaking out the bricks, and showing the score on the display had effects on the enjoyments of the sensorimotor skill, the visual stimulation, and the challenge of getting higher score, respectively.
Journal
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- The Japanese Journal of Ergonomics
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The Japanese Journal of Ergonomics 35 (2), 79-86, 1999
Japan Human Factors and Ergonomics Society
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Keywords
Details 詳細情報について
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- CRID
- 1390282679508714880
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- NII Article ID
- 130003871642
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- ISSN
- 18842844
- 05494974
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- Text Lang
- ja
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- Data Source
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- JaLC
- Crossref
- CiNii Articles
- OpenAIRE
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- Abstract License Flag
- Disallowed