Thesis 1:Clarify the direction of the discussion

The most important thing that needs to be clarified for a thesis is the thesis. And the topic chosen for this dissertation is the result of several revisions.

The first of these theses will focus on mind-flow experiences and immersive gaming. The focus of the research will be on the mind-flow experience. The reason for choosing mind-flow experience was that at the time I happened to learn about the doctrine of mind-flow experience, which is very relevant to games. Also I was looking for a decent job in a gaming company. So my thesis and FMP will be focused on games. Here are the links between the mind-flow doctrine and games.

What is the Flow Experience

“The actor enters a pattern of shared experience. In that experience, the user seems to be drawn in, with awareness so focused on a very narrow range that perceptions and thoughts not related to the activity are filtered and ignored, and with a loss of self-awareness, responding only to the specific goals of the activity and explicit feedback, creating a sense of control through the manipulation of the environment”.

This is manifested by a total concentration on the work, often losing track of time and the perception of the surroundings, and by the fact that these people experience an unaccountable pleasure in the process.

How to create a continuous flow experience

The model is very similar to the human blood circulation system and consists of a conceptual loop, an experiential loop and a challenge pool. The goal-based challenge is the centrepiece of the model, with continuous challenge maintaining motivation and learning engagement, and skills progressively improving in the experiential loop. The user then tries to solve the problem and validate the idea through the experience loop, and finally corrects or reinforces the idea in the idea generation section, ultimately achieving meaning construction.

So the key to creating a continuous mind-flow experience is to have a well-established cyclical learning structure that guides players to progressively learn, improve their skills, and face new challenges.

In-Game flow experience model

The focus of the model is on

The execution of tasks is ultimately expressed as a series of decision-based actions performed by the gamer within the framework of the rules of the game, in the manner provided by the free space of the system.

All feasible solutions to a task constitute the free space.

Conventionally games are divided into PVP types and PVC (PVE) types.

The PVP type of game is inherently advantageous because the space of engagement of each side directly affects the challenge space and free space of the other, creating a feedback loop with a wide variety of outcomes. With a suitable level assessment algorithm and opponent matching mechanism, a mind-flow loop architecture can be implemented.

The PVC genre requires a strict mind-flow loop structure for the layout of levels.

Skills progressively increase in breadth and depth as the game progresses, and the challenge escalates as the mind-flow experience cycles through zones 1 – > 2 – > 3.

Each level’s participation space and free space is carefully designed, with new rules and props constantly being added to the participation space and the free space always remaining non-unique

However, the ability of the PVC genre to continuously create mind-flow experiences will disappear at the end of the level chain, and how to continue the ability of the PVC genre to continuously create mind-flow experiences is another question.

Discussion

From the perspective of mindstreaming, it can be extended to various departments of game development, such as game planning, game scene editing, game effects and game lighting. Its explorability is ample. At the same time, I my FMP is exactly what Little Devil’s game production is. The theory can provide a strong theoretical and logical reference for the development of the game.

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