文章摘要
李宇轩,韩旭,余毅.基于模糊Kano模型与熵权TOPSIS的产品设计研究[J].包装工程,2022,43(18):57-64.
基于模糊Kano模型与熵权TOPSIS的产品设计研究
Product Design Based on Fuzzy Kano Model and Entropy Weight TOPSIS
  
DOI:10.19554/j.cnki.1001-3563.2022.18.008
中文关键词: 严肃游戏  模糊Kano模型  TOPSIS法  熵值法  学习机制–游戏化机制模型
英文关键词: serious games  educational games  fuzzy Kano model  TOPSIS  Entropy weight method  learning mechanism-gamification mechanism model
基金项目:教育部人文社科基金(20YJC760025);湖北省文化创意产业化设计研究中心开放基金重点项目(HBCY2005)
作者单位
李宇轩 武汉理工大学武汉 430070 
韩旭 湖北工业大学武汉 430068 
余毅 武汉理工大学武汉 430070 
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中文摘要:
      目的 为提供以玩家体验为中心的严肃游戏产品,提出一种融合学习方法(游戏化机制模型、模糊Kano模型、熵权TOPSIS法)的严肃游戏设计方法。方法 首先,根据游戏教育目标结合相关成熟范式建立有针对性的学习机制——游戏化机制模型(Learning Mechanics-Game Mechanics Model),然后对模型中指标进行相关性评价,筛选得到初步符合游戏主题与教育目的的设计要素。其次,使用模糊Kano模型设计问卷调查得到需求分类,以必备需求为核心设计要素,提取期望需求、兴奋需求进行再次筛选排序,计算满意度指标。再次,通过李克特量表收集对满意度指标的评价信息结合熵值法得到具有客观性的设计要素权重,使用逼近理想解法(TOPSIS)确定各设计要素重要性排序。最后,以宣传网络信息安全的实体严肃游戏“DataCapital”作为设计案例,验证了该设计方法的可行性与优越性。结论 认为该方法能较好地帮助严肃游戏的开发、切实提高游戏的玩家满意度,能为其他类似产品提供设计方法借鉴。
英文摘要:
      In order to provide serious game products with player experience as its core, this paper proposes a serious game design method of learning methods game mechanism model, fuzzy Kano model and Entropy TOPSIS method. Firstly, according to the goal of game and related paradigms, a targeted learning mechanism-game mechanism model is established, and then the relevance of the indicators in the model is evaluated to screen out the design elements that initially accord with the theme of the game and the purpose of education. Secondly, the fuzzy Kano model is used to design the questionnaire survey to get the demand classification. Taking the essential demand as the core design element, the expected demand and excited demand are extracted to sort, thereby calculating the satisfaction index. Thirdly, the evaluation information of satisfaction index is collected by Likert scale, and the objective weight of design elements is obtained by entropy method, and the importance order of each design element is determined by TOPSIS. Finally, taking the entity serious game "data capital" as a design case, the feasibility and superiority of the design method are verified. In conclusion, this method can be conducive to developing serious games, improving the satisfaction of game players, and providing reference for other similar products.
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