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研究生:溫明輝
研究生(外文):Wen, Ming-Hui
論文名稱:電腦遊戲設計對使用者遊玩經驗與行為的影響
論文名稱(外文):Exploring the Effects of Computer Game Design on Users Gaming Experience and Behaviors
指導教授:許尚華許尚華引用關係
指導教授(外文):Hsu, Shang-Hwa
學位類別:博士
校院名稱:國立交通大學
系所名稱:工業工程與管理系所
學門:工程學門
學類:工業工程學類
論文出版年:2009
畢業學年度:97
語文別:中文
論文頁數:61
中文關鍵詞:電腦遊戲使用者經驗設計沉迷
外文關鍵詞:computer gamesuser experience designaddiction
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本研究之目的在提出一以使用者為中心的電腦遊戲設計架構,並分就兩個研究主題探討電腦遊戲設計對使用者遊玩經驗與行為的影響。研究一主題為電腦遊戲設計特徵對玩家挑戰感經驗的影響,主題二探討玩家遊戲經驗對玩家沉迷行為的影響。
具體而言,研究主題一嘗試探討策略遊戲的設計特徵如何讓玩家產生挑戰感的感覺。此研究假設兩個電腦遊戲設計特徵—「可用資訊」與「可用資源」會影響遊戲的困難程度進而改變玩家的挑戰感經驗。此研究以玩家的心智負荷與體能負荷來做為玩家遊戲難度的指標。一共有45位大專院校學生參與了這個3 x 3的組間因子設計實驗。本研究的研究測量變數包括玩家的心智負荷、體能負荷與挑戰感經驗。分析的結果指出,可用資訊會影響到玩家的心智負荷進而影響玩家的挑戰感;可用資源則會透過影響玩家的體能負荷進而影響玩家的挑戰感。本研究也發現,玩家心智負荷和體能負荷兩個中介變項,和挑戰感經驗呈現倒U字型的關係,亦即挑戰感的設計應當提供玩家適當的工作負荷,過高或過低的負荷都不能讓玩家產生高的挑戰感經驗。
研究主題二嘗試了解玩家的遊戲經驗如何導致玩家沉迷行為的發生。我們透過建立一個包含11個使用者經驗因素的模型,來完整表達線上遊戲使用者經驗。本研究透過線上問卷的方式來收集玩家的遊戲經驗與其沉迷的程度,除此之外,本研究也同時收集玩家的性別與遊戲習性(每日遊戲小時數/每週遊戲天數)。在樣本方面,一共有418位平均年齡介於18到25歲的大專院校學生參加此線上研究。在結果分析方面,本研究透過迴歸分析,以11個玩家經驗元素為自變項,玩家沉迷程度為依變項。結果發現,好奇性、角色扮演、歸屬感、責任感與報償等五個因素能夠被用來顯著的預測玩家的沉迷行為。本研究也根據這五個顯著的影響變數推論其可能形成玩家沉迷的原因。除此之外,我們也分別從設計的角度與教育的角度提出防治沉迷行為的建議。
This research proposed a user-centered framework for computer game design. Based on the framework, we conducted two studies to explore the effects of computer game design on players experience and behaviors. Study one focused on exploring the effects of computer game design features on player gaming experiences and study two concentrated on investigating the effects of player experiences on addictive behavior.
Specifically, study one examines how to make a player feel more challenged in a strategic computer game. It is hypothesized that information availability and resource advantage affect play difficulty, which in turn affects the challenge experienced. The difficulty of play can be defined in terms of the mental workload that players experience and the physical effort that players exert. Forty-five male college and graduate students participated in a 3 x 3 (information availability x resource advantage) between-subjects factorial design experiment. This experiment measured player mental workload, physical effort, and challenge. The results indicate that information availability affects player mental workload, and resource advantage affects levels of player physical effort, respectively. Moreover, the relationship between the two workload and challenge was found to be an inverted U-shaped curve; in other words, too much or too little mental workload may decrease player challenge.
Study two attempts to understand how users gaming experience cause addictive behaviors. We first developed a complete model that includes eleven factors to represent users’ experience in MMORPGs. After that, we design a questionnaire to measure users experience and level of addiction. User demography information, including gender and game playing habits, was also collected. Four hundred and eighteen college students aged 18 to 25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. Results reveal five critical factors that can be used to predict MMORPG addiction. This study also discusses possible casual mechanisms for increasing college students’ level of addiction.
目錄 i
表目錄 vi
圖目錄 vii
附錄 viii
第一章 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 4
第二章 文獻回顧 6
2.1 以系統中心的遊戲設計 6
2.2 以使用者中心的遊戲設計 8
2.2.1 玩家遊戲經驗(players gaming experience) 8
2.2.2 玩家在遊戲中的正向經驗 (positive experiences) 9
2.3 策略遊戲設計特徵對玩家挑戰經驗影響 11
2.3.1 策略遊戲 11
2.3.1.1 策略遊戲的分類 11
2.3.1.2 玩策略遊戲的互動過程 12
2.3.1.3 影響策略遊戲問題的重要變數 13
2.3.2 挑戰感 14
2.3.2.1 挑戰感對遊戲設計的重要 14
2.3.2.2 挑戰感的形成與實現 15
2.3.2.3 影響策略遊戲中挑戰感形成的要素 16
2.4 多人線上遊戲玩家使用經驗對沉迷行為的影響 18
2.4.1 多人線上角色扮演遊戲的使用者經驗模式 18
2.4.1.1 個人互動經驗因素 19
2.4.1.2 網際社交的需求(cybersocial needs) 21
2.4.1.3 角色扮演(role-playing) 22
2.4.2 網路與線上遊戲沉迷 23
2.4.2.1 沉迷問題的影響 23
第三章 策略遊戲設計特徵對玩家挑戰感的影響 27
3.1 研究方法 28
3.1.1 實驗設計 28
3.1.2 受測者 28
3.1.3 研究設備 29
3.1.4 自變項 29
3.1.5 工作負荷量測 30
3.1.6 應變項—挑戰感 30
3.1.7 實驗程序 30
3.2 分析與結果 31
3.3 結果討論 34
第四章 多人角色扮演線上遊戲使用者經驗對沉迷行為的影響 35
4.1 研究方法 35
4.1.1 受訪者 35
4.1.2 線上遊戲玩家使用經驗量測 36
4.1.3 沉迷量測 36
4.1.4 統計分析 37
4.2 分析結果 38
4.2.1 人口統計變項與玩家遊玩習性 38
4.2.2 沉迷量測的有效性評估 38
4.3 影響線上遊戲沉迷的關鍵使用經驗要素 39
4.4 結果討論 40
4.4.1 沉迷行為與遊戲習性 40
4.4.2 玩家沉迷的形成機制 40
第五章 結論與建議 45
5.1 結論.. 45
5.2 實務應用 46
5.3 研究限制 48
參考文獻 50
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