跳到主要內容

臺灣博碩士論文加值系統

(216.73.217.174) 您好!臺灣時間:2026/08/08 23:48
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果 :::

詳目顯示

我願授權國圖
: 
twitterline
研究生:孫立蓉
研究生(外文):Li-Rong Sun
論文名稱:不同遊戲平台與模式對遊戲經驗之影響
論文名稱(外文):Effects of Different Platforms and Modes on Game Experience
指導教授:梁曉帆
口試委員:石裕川陳協慶
口試日期:2014-06-05
學位類別:碩士
校院名稱:國立臺北科技大學
系所名稱:工業工程與管理系碩士班
學門:工程學門
學類:工業工程學類
論文種類:學術論文
論文出版年:2014
畢業學年度:102
語文別:中文
論文頁數:66
中文關鍵詞:電玩遊戲使用者經驗玩家經驗
外文關鍵詞:Video GamesUser ExperiencePlayer Experience
相關次數:
  • 被引用被引用:0
  • 點閱點閱:617
  • 評分評分:
  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:2
隨著智慧型手機與平板電腦的高普及率,輕遊戲已成為民眾最常使用與喜愛的娛樂休閒之一,並且逐漸從行動場域擴展至家庭娛樂場域,因此智慧電視將成為下一個遊戲的主要平台。然而目前在智慧電視上玩輕遊戲的遊戲經驗之研究尚不多見,所以本研究目的為探討使用者在平板與電視平台以及單人挑戰與雙人競賽遊戲模式下玩輕遊戲對遊戲經驗之影響。實驗模擬客廳情境進行,分別選取三星Smart TV與微軟Xbox360中,與Asus平板電腦中相似或相同的3款輕遊戲,應用遊戲經驗問卷衡量參與者的遊戲經驗,並檢定分析不同遊戲平台與模式對於遊戲經驗的影響,並以事後訪談方式瞭解影響遊戲經驗的可能原因。結果顯示,在電視玩單人挑戰的水果忍者時其遊戲經驗與在平板玩水果忍者的遊戲經驗極為相似;但是在電視玩憤怒鳥與寶石之星時,其遊戲經驗與在平板玩憤怒鳥與寶石之星的遊戲經驗有顯著不同。而造成平板與電視遊戲經驗不同的最主要原因,本研究推論為兩者間遊戲操控上的差異。最後,研究發現,相較於在平板上玩,以電視為平台玩遊戲時,傳統遙控器的操控方式會造成最大的遊戲經驗差異;而動態的手勢體感控制的操控方式差異最小;需要靜態與精細的手勢體感控制其造成之遊戲經驗差異則介於上述兩種操控方式之間。此研究結果應能作為遊戲平台移轉之設計參考依據。

With the widespread use of mobile phones and tablet computers, light computer games have gained their popularity around the world. Smart TV is the next game platform as these games have been shifted from mobile devices to the TVs at home. However, little literature has been studied on the effects of this shift on player experience. This study aims to investigate the effects of different game platforms (tablet computer or TV) and game modes (single or double players) on game experience. An experiment was designed with the game platform and modes as the independent variables, and result from the Game Experience Questionnaire (GEQ) as the dependent variable. Results showed that compared to the game experience by multi-touch control with a tablet computer, the greatest difference was found in the game experience by a conventional TV remote control, the smallest difference was found by a dynamic gesture control, and a medium difference was found by a gesture control which needed to make some static and fine gestures. Therefore, to achieve the similar game experience of playing with a tablet computer, the conventional TV remote control should be avoided, and a gesture control is suggested with the caveat that static and fine gestures should be limited.

摘 要 i
ABSTRACT iii
誌 謝 v
目 錄 vi
表目錄 viii
圖目錄 x
第一章 緒論 1
1.1 研究背景 1
1.2 研究動機 3
1.3 研究目的 4
1.4 研究架構 5
第二章 文獻探討 6
2.1 電玩遊戲現況發展 6
2.2 遊戲平台與遊戲模式 8
2.3 使用者經驗 11
2.4 遊戲經驗與衡量方式 12
第三章 研究方法 16
3.1 研究設計 16
3.2 研究對象 18
3.3 研究設備與材料 19
3.3.1 實驗設備 19
3.3.2 實驗遊戲內容 22
3.3.3 實驗評估問卷 24
3.3.4 實驗環境 26
3.4 研究程序 27
3.4.1 實驗程序 27
3.4.2 資料處理與分析 28
3.5 研究限制 28
第四章 研究結果與討論 29
4.1 問卷結果之信度分析與常態檢定 29
4.2 不同遊戲平台與模式的遊戲經驗結果 32
4.2.1 憤怒鳥 32
4.2.2 寶石之星 33
4.2.3 水果忍者 35
4.3 訪談內容之敘述性統計 45
4.4 分析與討論 49
4.4.1 憤怒鳥之討論 49
4.4.2 寶石之星之討論 50
4.4.3 水果忍者之討論 52
第五章 結論 54
參考文獻 56
附錄
A 遊戲分數記錄表 63
B 遊戲經驗問卷 65



1.魏伊玲, IEK產業情報網, http://ieknet.iek.org.tw/index.jsp,造訪日期:2013年10月24日。
2.台灣三星電子,http://www.samsung.com/tw/#tv-home,造訪日期:2013年10月29日。
3.台灣Xbox 360官方網站,http://www.xbox.com/tw,造訪日期:2013年10月29日。
4.J. V. Dempsey, L. L. Haynes, B. A. Lucassen and M. S. Casey, "Forty simple computer games and what they could mean to educators," Simulation & Gaming, vol. 33, no. 2, 2002, pp. 157-168.
5.J. P. Zagal, M. Nussbaum and R. Rosas, "A model to support the design of multiplayer games," Presence: Teleoperators and Virtual Environments, vol. 9, no. 5, 2000, pp. 448-462.
6.A. Järvinen, S. Heliö and F. Mäyrä, Communication and Community in Digital Entertainment Services, Prestudy Research Report, 2002, http://tampub.uta.fi/handle/10024/65663, 造訪日期:2013年11月2日。
7.M. H. Phan, J. R. Jardina, S. Hoyle and B. S. Chaparro, "Examining the Role of Gender in Video Game Usage, Preference, and Behavior," Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 56, no. 1, September 2012, pp. 1496-1500.
8.A. Marchand and T. Hennig-Thurau, "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, vol. 27, no. 3, 2013, pp. 141-157.
9.R. Y. Arakji and K. R. Lang, "Digital consumer networks and producer-consumer collaboration: innovation and product development in the video game industry," Journal of Management Information Systems, vol. 24, no. 2, 2007, pp. 195-219.
10.T. H. Apperley, "Genre and game studies: Toward a critical approach to video game genres," Simulation & Gaming, vol. 37, no. 1, March 2006, pp. 6-23.
11.C. Crawford, The art of computer game design, USA: Washington State University, 1984, pp.1-89.
12.S. M. Alessi and S. R. Trollip, Computer-based instruction: Methods and development, Prentice Hall Professional Technical Reference, 1991, pp.418.
13.J. Kasvi, Not just fun and games-internet games as a training medium, Cosiga-learning with computerised simulation games, 2000, pp. 23-34.
14.Y. Maruyama, M. Masoodian and B. Rogers, "A survey of Japanese gamers'' ratings of experience elements for different game genres," Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, ACM, November 2011, pp. 47.
15.F. Hu and Y. Liu, "Impact of Experience and Gender Differences on Users'' Perceptions on Mobile Game," 2010 IEEE International Conference on Multimedia Technology (ICMT), Ningbo, 2010, pp. 1-2.
16.M. Z. Jhingut, I. M. Ghoorun, S. D. Nagowah, R. Moloo and L. Nagowah, "Design and development of 3D mobile games," Advances in Computer-Human Interactions, 2010. ACHI''10. Third International Conference on. IEEE, Saint Maarten, 2010, pp. 119-124.
17.J. Huizenga, W. Admiraal, S. Akkerman and G. T. Dam, "Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game," Journal of Computer Assisted Learning, vol. 25, no. 4, 2009, pp. 332-344.
18.S. Göbel, S. Hardy, V. Wendel, F. Mehm and R. Steinmetz, "Serious games for health: personalized exergames," Proceedings of the international conference on Multimedia, ACM, October 2010, pp. 1663-1666.
19.T. Vajk, P. Coulton, W. Bamford and R. Edwards, "Using a mobile phone as a “Wii-like” controller for playing games on a large public display," International Journal of Computer Games Technology, vol. 2008, 2008, pp. 1-6.
20.F. Chehimi and P. Coulton, "Motion controlled mobile 3D multiplayer gaming, " Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, ACM, December 2008, pp. 267-270.
21.C. L. Lin, Y. H. Hung, H. Y. Chen and S. L. Chu, "Content-aware smart remote control for Android-based TV," 2012 IEEE International Conference on Consumer Electronics (ICCE), Las Vegas, January 2012, pp. 678-679.
22.M. Kim and J. Park, "Demand forecasting and strategies for the successfully deployment of the smart TV in Korea," 2011 IEEE 13th International Conference on Advanced Communication Technology(ICACT), February 2011, pp. 1475-1478.
23.R. Aoki, M. Ihara, A. Maeda, M. Kobayashi, and S. Kagami, "Unicursal gesture interface for TV remote with touch screens," 2011 IEEE International Conference on Consumer Electronics(ICCE), Las Vegas, January 2011, pp. 99-100.
24.B. Gilles, D. B. Vo, É. Lecolinet and Y. Guiard, "Gesture-aware remote controls: guidelines and interaction techniques," Proceedings of the 13th international conference on multimodal interfaces, ACM, November 2011, pp. 263-270.
25.M. Turunen, A. Melto, J. Hella, T. Heimonen, J. Hakulinen, E. Mäkinen, L. Tuuli and H. Soronen, "User expectations and user experience with different modalities in a mobile phone controlled home entertainment system," Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services, ACM, September 2009, pp. 31.
26.K. Chorianopoulos, "User interface design principles for interactive television applications," International Journal of Human–Computer Interaction, vol. 24, no. 6, 2008, pp. 556-573.
27.H. B. Chang, H. H. Hsu and T. K. Shin, "Using Interactive Video Technology for the Development of Game-Based Learning," Parallel Processing Workshops, 2007. ICPPW 2007. International Conference on. IEEE, Xian, 2007, pp. 24
28.F. Bellotti, R. Berta, A. Gloria and A. Ozolina, "Investigating the added value of interactivity and serious gaming for educational TV," Computers & Education, vol. 57, no. 1, August 2011, pp. 1137-1148.
29.K. Chorianopoulos and D. Geerts, "Introduction to user experience design for TV Apps," Entertainment Computing, vol. 2, no. 3, 2011, pp. 149-150.
30.A. Thorpe, M. Ma and A. Oikonomou, "History and alternative game input methods," 2011 IEEE 16th International Conference on Computer Games (CGAMES), Louisville, KY, July 2011, pp. 76-93.
31.C. H. Sit, J. W. Lam and T. L. McKenzie, "Direct observation of children''s preferences and activity levels during interactive and online electronic games," Journal of physical activity & health, vol. 7, no. 4, 2010, pp. 484.
32.C. O’Donovan, E. Hirsch , E. Holohan, I. McBride, R. McManus and J. Hussey, "Energy expended playing Xbox Kinect™ and Wii™ games: a preliminary study comparing single and multiplayer modes," Physiotherapy, vol. 98, no. 3, 2012, pp. 224-229.
33.M. J. Taylor, D. McCormick, R. Impson, T. Shawis and M. Griffin, "Activity Promoting Gaming Systems in Exercise and Rehabilitation," Journal of Rehabilitation Research and Development, vol. 48, no. 10, 2011, pp. 1171-1186.
34.K. M. Gerling, F. P. Schulte, and M. Masuch, "Designing and evaluating digital games for frail elderly persons," Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, ACM, November 2011, pp. 62.
35.A. G. Thin, L. Hansen and D. McEachen, "Flow experience and mood states while playing body movement-controlled video games," Games and culture, vol. 6, no. 5, 2011, pp. 414-428.
36.N. Ravaja, T. Saari, M. Turpeinen, J. Laarni, M. Salminen and M. Kivikangas, "Spatial presence and emotions during video game playing: Does it matter with whom you play?," Teleoperators and Virtual Environments, vol. 15, no. 4, 2006, pp. 381-392.
37.H. Korhonen and E. M. Koivisto, "Playability heuristics for mobile multi-player games," Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts, ACM, September 2007, pp. 28-35.
38.E. L. C. Law, V. Roto, M. Hassenzahl, A. P. Vermeeren and J. Kort, "Understanding, scoping and defining user experience: a survey approach," Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, April 2009, pp. 719-728.
39.J. Forlizzi and S. Ford, "The building blocks of experience: an early framework for interaction designers," Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques, ACM, August 2000, pp. 419-423.
40.N. Bevan, "What is the difference between the purpose of usability and user experience evaluation methods," Interact on EXAM 09 Workshop, vol. 9, 2009.
41.ISO, "Human-Centred Design Processes for Interactive," ISO/IEC 9241-210, 2010.
42.M. Hassenzahl, S. Diefenbach and A. Göritz, "Needs, affect, and interactive products–Facets of user experience," Interacting with Computers, vol. 22, no. 5, 2010, pp. 353-362.
43.G. Aranyi, P. van Schaik and P. Barker, "Using think-aloud and psychometrics to explore users’ experience with a news Web site," Interacting with Computers, vol. 24, no. 2, March 2012, pp. 69-77.
44.T. Partala and A. Kallinen, "Understanding the most satisfying and unsatisfying user experiences: Emotions, psychological needs, and context," Interacting with computers, vol. 24, no. 1, 2012, pp. 25-34.
45.J. L. G. Sánchez, F. L. G. Vela, F. M. Simarro and N. Padilla-Zea, "Playability: analysing user experience in video games," Behaviour & Information Technology, vol. 31, no. 10, 2012, pp. 1033-1054.
46.A. Voida and S. Greenberg, "Console gaming across generations: Exploring intergenerational interactions in collocated console gaming," Universal Access in the Information Society, vol. 11, no. 1, 2012, pp. 45-56.
47.F. Mäyrä and L. Ermi, "Fundamental components of the gameplay experience: Analysing immersion," Proceedings of DiGRA 2005 Conference: Changing Views–Worlds in Play, 2005, pp. 88-115.
48.P. Thomas and R. D. Macredie, "Introduction to the new usability," Transactions on Computer-Human Interaction(TOCHI), vol. 9, no. 2, 2002, pp. 69-73.
49.L. E. Nacke, M. N. Grimshaw and C. A. Lindley, "More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game," Interacting with Computers, vol. 22, no. 5, 2010, pp. 336-343.
50.W. IJsselsteijn, K. Poels and Y. A. W. de Kort, "The Game Experience Questionnaire: Development of a self-report measure to assess player experiences of digital games," TU Eindhoven, Eindhoven, The Netherlands, 2008.
51.S. Engl and L. E. Nacke, "Contextual influences on mobile player experience–A game user experience model," Entertainment Computing, vol. 4, no. 1, February 2013, pp. 83-91.
52.P. Sweetser and P. Wyeth, "GameFlow: a model for evaluating player enjoyment in games ," Computers in Entertainment(CIE), vol. 3, no. 3, July 2005, pp. 1-24.


QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top