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重玩價值:修订间差异

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[[电子游戏]]的'''重玩值'''指玩家首次通关后继续游玩的价值。
'''重玩值'''(Replay value)又稱'''重複可玩性'''(Replayability),是[[电子游戏]]玩家首次通关后继续游玩的价值。


多重结局、多可玩角色、分支故事路线、关卡评分、解锁要素、[[二周目]]等设计皆可吸引玩家重玩游戏<ref>Roth, C., Vermeulen, I., Vorderer, P., & Klimmt, C. (2012). Exploring replay value: shifts and continuities in user experiences between first and second exposure to an interactive story. ''Cyberpsychology, Behavior, and Social Networking'', 15(7), 378-381.</ref><ref>Wolf, M. (2012) ''Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming''. p. 524.</ref>。
多重结局、多可玩角色、分支故事路线、关卡评分、解锁要素、[[二周目]]等设计皆可吸引玩家重玩游戏<ref>Roth, C., Vermeulen, I., Vorderer, P., & Klimmt, C. (2012). Exploring replay value: shifts and continuities in user experiences between first and second exposure to an interactive story. ''Cyberpsychology, Behavior, and Social Networking'', 15(7), 378-381.</ref><ref>Wolf, M. (2012) ''Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming''. p. 524.</ref>。


== 参考文献 ==
== 参考文献 ==

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{{电子游戏術語}}
{{电子游戏術語}}

[[Category:電子遊戲術語]]
[[Category:電子遊戲術語]]

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{{videogame-gameplay-stub}}

2021年10月21日 (四) 06:03的最新版本

重玩價值(Replay value)又稱重複可玩性(Replayability),是指电子游戏玩家首次通关后继续游玩的价值。

多重结局、多可玩角色、分支故事路线、关卡评分、解锁要素、二周目等设计皆可吸引玩家重玩游戏[1][2]

参考文献

[编辑]
  1. ^ Roth, C., Vermeulen, I., Vorderer, P., & Klimmt, C. (2012). Exploring replay value: shifts and continuities in user experiences between first and second exposure to an interactive story. Cyberpsychology, Behavior, and Social Networking, 15(7), 378-381.
  2. ^ Wolf, M. (2012) Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. p. 524.