Environment Factor, which deals with the environment surrounding the individual.
Emotion Factor, which is the emotion of the individual at that point of time.
Control Factor, which is how much control the individual feels he/she has over himself or another object at that point of time.
Perception Factor, which is the pre-instilled ideas that an individual has over an object.
Motivational Factor, this is the amount of motivation a player gets which makes him/her wants to continue doing whatever task they are doing.
Genetic Factor. Factors such as the fear of the unknown, fear of projectiles flying towards you, genetic factors that are born with the person.
Each of these factors have a relationship with each other and works together to create the behaviours of human. The idea of human behaviourism is actually pretty much just common sense, and hence it is simple to understand.
From studying the topic, we can understand how different factors like motivating people, and common human perception can cause different behaviours for people. What i feel most beneficial to us as game designers is that after learning this, we are able to use the factors to control how we want the players to feel, as well as how we want them to react to the different situations in the game.
In my opinion, this is the most relevant topic to us game designers, because it tells us the method to control the players in our "world", it shows us the reason why games are successful, and of course the methods to make a game attractive to the player as one who designs the game.
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