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Research And Practice On Interaction Design Of Competitive Mobile Game Battle Pass

Posted on:2022-06-02Degree:MasterType:Thesis
Country:ChinaCandidate:X Y ZhangFull Text:PDF
GTID:2518306731476884Subject:Industrial design engineering
Abstract/Summary:PDF Full Text Request
Mobile games occupy a large blue ocean in today's game market due to their huge user base,Portable and mobile,and support network.Meanwhile,the competitive nature of mobile game greatly meets the user base's spiritual needs in social contact,achievement,creation and other aspects.Competitive mobile games have grown rapidly in the gaming market in recent years,There are examples of MOBA and FPS mobile games that are popular around the world.Good game mechanics and a beautifully built game landscape are the first things to attract users,but when it comes to stabilizing user activity and increasing paid conversion,the Battle Pass is the most important thing.Battle Pass is essentially a new pay-for-value monetization model for in-game purchases,and is closely related to users' game behavior and payment behavior.At present,most of the domestic academic discussions on game interaction design in the field of design focus on the design iteration from the perspective of users and needs,rather than the design discussion from the integrated perspective of business appeal and user experience.Therefore,this topic will take Battle Pass as the clue,focus on the profit model under its commercial appeal and player psychology and demand under user experience,and elaborate the process of research and design practice.This thesis first studied the origin,essence and form of Battle Pass,and disassembled the requirements document of Battle Pass in Disorder from two user experience dimensions,namely,the strategic level and the scope level.Then,from three aspects of users' game behavior tendency,paying behavior tendency and their focus in Battle Pass,the design of user research questionnaire is carried out to obtain user portrait and design opportunity points.Finally,combined with the in-depth analysis of competing products from the structure layer,framework layer and presentation layer,clarify design thinking and strategy,output the final Battle Pass interaction design scheme.In a word,this thesis not only interprets the functional category of game interaction designers,but also balances business objectives and user demands in theory and practice,so as to improve the overall competitiveness and satisfaction of the product.In addition,the research theory and framework,design strategies and processes used in this thesis can be used to provide research examples for the game interaction design industry by tracing back to the source of project requirements.
Keywords/Search Tags:Game Interaction Design, Profit Model, User Experience Research, Design Strategy
PDF Full Text Request
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