摘要
在电子竞技文化不断发展传播的背景下,游戏产业的商业价值逐年上升。随着游戏粉丝的情感化需求逐渐增长,粉丝的消费特征也呈现出不同的特点。游戏除内部充值消费外,还包括游戏IP及衍生产品消费,这说明游戏产业具有独特的商业模式。以游戏的粉丝群体为研究对象,对唐纳德·诺曼德提出的激发情感3个设计层面——本能层、行为层、反思层设计进行论述和分析,探索游戏IP设计与情感之间的关系。设计符合市场需求的游戏IP衍生品,弥补游戏市场上衍生产品设计的缺失。
In the context of the continuous development and dissemination of e-sports culture,the commercial value of the game industry has increased year by year.With the increasing emotional demand of game fans,the consumption characteristics of fans also show different characteristics.In addition to the recharge consumption within the game,it also includes the consumption of game IP and derivative products,which shows that the game industry has a unique business model.The fans of the game were taken as the research object,the three design levels of arousing emotion put forward by Donald Normand-instinct level,behavior level and reflection level were discussed and analyzed and the relationship between game IP design and emotion was explored.Designing game IP derivatives that meet market demand will make up for the lack of derivative product design in the game market.
作者
彭成
钱永宁
PENG Cheng;QIAN Yongning
出处
《时尚设计与工程》
2023年第4期40-42,共3页
The Journal of Fashion Design and Engineering
关键词
情感化设计
游戏IP
衍生品设计
emotional design
game intellectual property
derivative design