AHPによるコンピュータゲームにおける楽しさの分析

DOI オープンアクセス

書誌事項

タイトル別名
  • A study for pleasantness in a computer game by analytic hierarchy process.

説明

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.

収録刊行物

  • 人間工学

    人間工学 35 (2), 79-86, 1999

    一般社団法人 日本人間工学会

詳細情報 詳細情報について

  • CRID
    1390282679508714880
  • NII論文ID
    130003871642
  • DOI
    10.5100/jje.35.79
  • ISSN
    18842844
    05494974
  • 本文言語コード
    ja
  • データソース種別
    • JaLC
    • Crossref
    • CiNii Articles
    • OpenAIRE
  • 抄録ライセンスフラグ
    使用不可

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