期刊名称:International Journal of Academic Research in Business and Social Sciences
电子版ISSN:2222-6990
出版年度:2020
卷号:10
期号:8
页码:955-961
DOI:10.6007/IJARBSS/v10-i8/7666
语种:English
出版社:Human Resource Management Academic Research Society
摘要:This research investigates the social impact of video games’ cinematics on video game players. The researcher will be looking at how these gamers are interacting with the computer generated images (CGI) and life action cut-scene videos shown to them during their weekly video game playing sessions thus changing their attention levels resulting in rhythmic transitions. This paper investigates the actions of gamer during the transitions from game play into cut-scenes and cut-scenes back to game play. Cut-scenes usually appear as introductions, but are also shown after certain missions or once objectives are completed. Drawing on Mediated Discourse Analysis and Multimodal Interaction Analysis, the exact lower-level action - pressing a button and higher-level action - playing a game provides important insights throughout the entire video game playing session obtained through video ethnography method. Video data including on-screen game play, participant gaming and interviews were collected over a period of twelve weeks. The exact lower-level and higher-level actions are investigated and illustrating through short video clips and with multimodal transcripts clearly demonstrating how the attention of a gamer shifts during these transition periods. Findings provide important insights to games’ developers to have a better understanding and able to utilize transition period during cut-scenes in order to create a better game playing experiences to the gamers.