重玩價值:修订间差异
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'''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。 |
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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>。 |
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== 参考文献 == |
== 参考文献 == |
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{{电子游戏術語}} |
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[[Category:電子遊戲術語]] |
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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]- ^ 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.
- ^ Wolf, M. (2012) Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming. p. 524.
这是一篇有关电子游戏游戏性的小作品。您可以通过编辑或修订扩充其内容。 |