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- SUZUKI Sayako
- Graduate School of Interdisciplinary Information Studies, The University of Tokyo
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- BABA Akira
- Interfaculty Initiative in Information Studies, The University of Tokyo
Bibliographic Information
- Other Title
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- カットシーン中のボタン押下動作について
- カットシーン中のボタン押下動作について : 心理学的手法によるQTEを模した実験に基づいて
- カットシーン チュウ ノ ボタン オウカ ドウサ ニ ツイテ : シンリガクテキ シュホウ ニ ヨル QTE オ モシタ ジッケン ニ モトズイテ
- -Based on the Psychological Experiment Using the System Simulated QTE-
- -心理学的手法によるQTEを模した実験に基づいて-
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Description
The cut scenes by computer graphics have become used for the video games with the advances of information technology, and then, the creators brought in a new technique so-called QTE (Quick Time Event) which makes players to put some buttons while watching the cut scenes. In this study, players’ reaction time and understanding of the context of the movies during QTE were investigated by psychological experiment using the system like QTE. The results showed that the novice players take much time to put the buttons if the interval between tasks is long and the sign of the button mark is small. In this case, all players' understanding of the cut scenes dropped slightly.
Journal
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- Journal of Digital Games Research
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Journal of Digital Games Research 9 (1), 25-31, 2016
Digital Games Research Association Japan
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Keywords
Details 詳細情報について
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- CRID
- 1390282752340798720
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- NII Article ID
- 130007723088
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- NII Book ID
- AA12379051
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- ISSN
- 24344052
- 18820913
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- NDL BIB ID
- 027992771
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- Text Lang
- ja
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- Data Source
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- JaLC
- NDL Search
- Crossref
- CiNii Articles
- OpenAIRE
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- Abstract License Flag
- Disallowed