Abstract
‘yin ishlab chiqish faqatgina ko‘ngilochar vosita sifatida emas, balki real muammolarni hal etishda kuchli vosita sifatida ham rivojlanmoqda. Ushbu maqolada o‘yinlar qanday qilib ongni oshirish, xulq-atvorni o‘zgartirish va ijtimoiy ta’sir ko‘rsatishga qaratilgan holda ishlab chiqilishi mumkinligi o‘rganiladi. Biz ijtimoiy ta’sirga ega o‘yinlarni ishlab chiqish uchun modular framework taklif qilamiz, u muammo aniqlash, narrativ dizayn, mexanika mosligi, fikr-mulohaza tizimlari va hamjamiyat bilan ishlash bosqichlarini o‘z ichiga oladi. ‘That Dragon, Cancer’ va ‘Sea Hero Quest’ kabi muvaffaqiyatli misollar asosida ishlab chiquvchilar qanday qilib ijtimoiy mavzularni o‘yin jarayoniga samarali qo‘shishi mumkinligini tahlil qilamiz. Shuningdek, realizm va jalb qilish o‘rtasida muvozanatni topishdagi qiyinchiliklar hamda etika masalalari muhokama qilinadi.
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