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研究生:林宜炫
研究生(外文):I-Hsuan Lin
論文名稱:沉浸特徵之整合性衡量與驗證-以電腦遊戲為例
論文名稱(外文):Integrated Measurement and Verification of Flow Characteristics-A Case Study of Computer Game
指導教授:邱文志邱文志引用關係
指導教授(外文):Wen-Chih Chiou
學位類別:碩士
校院名稱:國立勤益技術學院
系所名稱:企業管理系
學門:商業及管理學門
學類:企業管理學類
論文種類:學術論文
論文出版年:2006
畢業學年度:94
語文別:中文
論文頁數:102
中文關鍵詞:沉浸特徵心流經驗衡量模式電腦遊戲
外文關鍵詞:Flow CharacteristicsFlow ExperienceMeasurement ModelPC Game
相關次數:
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隨著電腦和網際網路之互動性不斷創新,人們很容易在這互動過程中,進入沉浸狀態並從中獲得樂趣。以往研究多以量表型式於活動後衡量其沉浸經驗,此需仰賴受測者完整且正確的回答,以降低衡量之偏差。且事後沉浸經驗量表評估亦無法量測活動過程中技巧/挑戰之動態推演所產生不同程度之沉浸經驗及變化。因此本研究乃以既有沉浸經驗量表,結合生理及行為衡量指標,提出沉浸特徵之整合性衡量模式,並以電腦遊戲進行模式之應用與驗證。

模式藉由沉浸經驗量表衡量受測者遊戲時之沉浸經驗;以生理回饋儀偵測受測者遊戲中腦波、皮膚電流反應及心跳值;以攝錄影機結合臉部表情/聲音/滑鼠點擊同步記錄軟體記錄受測者遊戲中臉部表情、聲音及滑鼠點擊,做為沉浸狀態之生理及行為衡量指標。實驗結果發現,沉浸經驗量表、生理及行為衡量指標各有其適用性,沉浸經驗量表較適用於一般性沉浸整體衡量,而對於需著重某項特性之活動,生理及行為衡量較為適切,且藉由完整及真實之記錄可彌補量表回答不確實之缺失,並可結合遊戲情境做動態分析,使沉浸狀態更為完整及精確地被衡量出。

從電腦附加攝錄影機,滑鼠及鍵盤附有指紋辦識功能之趨勢來看,未來人機介面具備生理及行為偵測及互動功能是可預期的。遊戲業者即可結合沉浸特徵之整合性衡量,即時量測玩家遊戲過程中的沉浸狀態,藉由遊戲情境之動態調整,增加或延長玩家沉浸發生之頻率及強度。
Flow is a kind of pleased status that people can acquire fun from the activity. The computer popularization and internet were constantly creative to increase the interaction between people and computer. During this process people will absorbed in their activity easily. Most of prior study measure flow by questionnaire after the activity. The out come of such way heavily dependents on the answer willing and memory of testers. The most important issue is that people’s physiology and behavior will change during the interactive process. Unfortunately the questionnaire can’t measurement the frequency and strength of these changes. Based on previous drawbacks, this research provides an integrated model which combines physiology, behavior, and flow experience index to measure the characteristics of flow. We also apply such model to measure and verify flow characteristics of computer game.

We apply the biofeedback technique (i.e. EEG, GSR, and HR) to measure the physiology character of flow, and apply usability test software (i.e. Morae) to capture the behavior character of flow. Thirty eight college students were recruited to join this experiment. The results firstly verify the necessity of integrated model to measure flow characteristics more flexible. Secondly, the flow experience questionnaire is more appropriate for general situation and the physiology or behavior index will be more appropriate for specific flow characteristic measurement, especially for control and enjoyment during the play game process.

Future research will focus on comparison between different game types, combined more diverse physiology and behavior measure index to measure flow status during interactive process.
第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 2
1.3 研究流程 3
1.4 名詞界定 4

第二章 文獻探討 5
2.1 沉浸理論與特徵 5
2.1.1 沉浸與遊戲 9
2.1.2 沉浸與個人特質 11
2.2 沉浸經驗衡量工具 13
2.3 生理衡量指標 16
2.3.1 腦波衡量 17
2.3.2 皮膚電流反應及心跳衡量 22
2.4 行為衡量指標 22
2.5 小結 24

第三章 模式建構 25
3.1 衡量架構 25
3.2 衡量工具及實驗環境配置 26
3.3 衡量流程 35
3.4 資料記錄與分析 37
3.4.1 生理衡量指標 37
3.4.2 行為衡量指標 39

第四章 模式驗證 41
4.1 驗證過程 41
4.2 驗證結果 45
4.2.1 信度及樣本資料分析 45
4.2.2 個人特質對沉浸經驗、生理及行為衡量指標之影響 46

第五章 結論與建議 59
參考文獻 65

附 錄 71
附錄一、實驗說明與受測同意書 71
附錄二、軟體操作 72
附錄三、實驗問卷 81
附錄四、實驗排程 83
附錄五、放聲思考範例題 84
附錄六、受測者資料 85
附錄七、過關及失敗情境之皮膚電流反應/心跳值變化 87
附錄八、眨眼記錄 89
附錄九、滑鼠點擊記錄 91
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網站部分:
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ASUA
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IBM Taiwan
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SecuGen Biometric Solutions
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