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研究生:陳奕竹
研究生(外文):CHEN, I-CHU
論文名稱:服務設計觀點探討博物館適地性遊戲體驗歷程─以國立臺灣科學教育館逃脫解謎遊戲為例
論文名稱(外文):Exploring the Location-based Gaming Effect in a Science Museum:The Case of Escape Game in National Taiwan Science Education Center
指導教授:林展立林展立引用關係
指導教授(外文):LIN, CHAN-LI
口試委員:洪榮昭朱楠賢
口試委員(外文):HONG, JON-CHAOZHU, NAN-HSIEN
口試日期:2017-06-09
學位類別:碩士
校院名稱:國立臺北教育大學
系所名稱:文化創意產業經營學系
學門:藝術學門
學類:應用藝術學類
論文種類:學術論文
論文出版年:2017
畢業學年度:106
語文別:中文
論文頁數:215
中文關鍵詞:遊戲化博物館適地性遊戲遊戲體驗
外文關鍵詞:gamifying museumlocation-based gaminggame experience
相關次數:
  • 被引用被引用:5
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隨行動裝置與通訊技術的普及,為了鼓勵觀眾在眾多休閒娛樂選擇下進入博物館體驗,在「展示」方面透過適地性服務(location-based service)和衍生的遊戲化設計(gamification design),不但提供了多元化的展示內涵、室內定位導航資訊、參觀行為數據收集和個人化的需求,甚至成為傳統博物館未來永續經營和轉型的新契機。
根據上述,本文以國立臺灣科學教育館(National Taiwan Science Education Center)為研究場域,旨在探討博物館如何在兼顧大眾教育使命的同時,融入科技技術與適地性遊戲,透過Beacon感測所收集的使用者定位數據,以服務設計觀點呈現博物館遊戲內容、使用者行為策略與展示空間三者交互影響的關連,建構包含情緒變化、遊戲重要性與滿意度分析、玩家類型服務方案等以使用者為中心的博物館遊戲體驗歷程,有助於使博物館單位和人員理解自身工作場域的相關研究成果,創造博物館從大眾認知的陳列空間轉換為遊戲體驗場域的設計參照。

With the increasing prevalence of mobile devices and communication technologies, museums have entered an era of integrated use of technologies and media in “exhibition”. In order to encourage people to visit museums despite the variety of leisure and recreational choices, location-based services and gamification designs have been created to increase the diversity of exhibition content, provide indoor positioning information, and collect statistics of visiting behavior and individual needs. For traditional museums, location-based services and gamification designs offer a new opportunity for sustainable growth and transformation.
Using National Taiwan Science Education Center as the research field, this study attempts to investigate how museums should integrate technologies and location-based services and visualize the regularities and correlations of game content, behavior strategies, and exhibition space based on users’ gaming statistics collected by Beacon while performing its mission of developing mass education. According to the gaming processes, user-centered game evaluation items including emotional change, player satisfaction, expectation gap are constructed. These items provide a foundation for designing the transformation of a museum from a display space to a gaming field.

目次
第一章 緒論...................1
第一節 研究背景與動機.......... 1
第二節 研究目的................4
第三節 名詞解釋................5

第二章 文獻探討................9
第一節 遊戲化博物館.............9
第二節 適地性遊戲..............16
第三節 遊戲體驗評估............24
第四節 視覺化呈現..............31

第三章 研究設計................35
第一節 研究架構與流程...........35
第二節 研究工具................42
第三節 資料處理................49

第四章 研究結果..................53
第一節 遊戲整體體驗分析.........53
第二節 博物館虛實整合分析.......72
第三節 玩家服務方案.............83
第四節 綜合討論................98

第五章 結論...................103
第一節 研究發現................103
第二節 研究建議................107

參考文獻........................111
附錄............................119

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