| With the rapid development of social economy and Internet industry,games have gradually become one of the most popular entertainment and leisure methods,and weak serious games are receiving more and more attention because of their characteristics of both entertainment and function.Weak serious games emphasize the dissemination and acquisition of knowledge,culture and information in the form of education and fun,but many weak serious game designs online have the problem of "emphasizing function but not entertainment".In order to realize the"edutainment" of weak serious games,we should put people first and return to the essence of "fun".The more the game can induce positive emotions in players,the more it will be favored by players and help them learn.Based on Gross emotion regulation theory,this thesis studies the design strategy of weak serious games and tries to promote and maintain the dynamic balance between functionality and entertainment of weak functional games by inducing and regulating the emotions of players in weak serious games.This thesis firstly conducts a research on Gross emotion regulation theory and the field of weak serious games,starting from exploring the internal and external clues that induce emotions in weak serious games,using the Bartle’s Taxonomy and the circumplex model of affect as the theoretical basis to analyze the emotional demands of players,and combining the functional game design framework and case studies to obtain the five design elements of weak serious games and the regulation strategies in weak serious games.Then,based on the three emotion regulation strategies of the Gross emotion regulation theory of situational attention,cognitive attention and reaction attention,the five design elements of game elements,narrative plot,core mechanism,interaction mode and player relationship of weak serious games are studied,and the weak serious game design strategies under the two emotion regulation stages of prior attention and reaction attention are proposed;Finally,based on the weak serious game design strategy,the specific weak serious game is reconstructed and redesigned,and the effectiveness of the design strategy in enhancing players’ positive emotions and reducing negative emotions is investigated by means of the player self-report scale test.This thesis summarizes the weak serious game design strategy for players’emotions,which is of great value to enhance the gameplay of weak serious games and also provides useful references for enhancing the functionality of weak serious games in the emotional dimension. |