英文摘要 |
While the game industry is developing for realistic and virtual integration, hyper casual games are also rapidly emerging and becoming a new star. However, related research is rare. Therefore, it is necessary to explore the hyper casual games in-depth. To analyze the characteristic factors of hyper casual games and the difference in satisfaction of different player involvement. This study invites three game experts to experience highly popular hyper casual games and deconstruct their characteristic factors. Summarize and analyze 470 reviews to explore the subjective players’opinions. Then, the GameFlow theory is applied to survey 501 gamers to explore the flow satisfaction of hyper casual games. The study founds: (1) The highly popular hyper casual games possess several background characteristics, including an average of 4.28 points of a high satisfaction rating, and all (100%) hyper-casual games provide free download and installation. The main target market is all age groups (72.34%). The installation capacity is mostly below 100 megabytes (97.87%). (2) The highly popular hyper casual games have various design features: ''No plot'' (91.49%), ''Micro-innovation'' (44.68%), ''Easy'' level (65.96%), 60-second per level (74.47%), ''3D low-poly'' art style (48.94%), ''multiple characters'' (87.23%), ''multiple scenes'' (91.49%), and ''timing'' mechanism (44.68%). (3) The key to the profitability of hyper casual games: Make good use of social platforms to actively promote marketing (71.7%), and set“incentive advertising”(100%) and“compulsive advertising”(97.87%) in the game are two key marketing methods for hyper casual games. (4) Player reviews: Players' comments focus on three aspects: ''game level design'', ''advertising presentation method'' and ''overall game evaluation''. The main suggestion is ''too many advertisements, less advertisement creates more engaging games''. The second most positive comment is ''the game is great, it's fun, it's super fun, I enjoy it, I like it''. (5) By factor analysis, this study found that the ''hyper casual game flow'' can be composed of five new component aspects: clear goals and challenge, control and concentration, immersion, skills, and advertisement & feedback. (6) Players’overall satisfaction with hyper casual games is 3.78 by game flow theory, which is significantly lower than that of highly popular hyper casual games at 4.28, and the satisfaction of high player involvement in the five dimensions of game flow is significantly higher than medium and low players involvement. |