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以時間感扭曲檢驗神迷經驗中的注意力

The Attention Examined by Distortion of Time-sense in Flow Experience

摘要


基於關心遊戲過程進行中所需具備的注意力,本研究以「神迷理論」為基礎,採用「色彩明視度」的8個水準開發一款簡易遊戲,並視為注意力認知實驗,分別於可能產生神迷經驗的「經驗階段」和「效果階段」記錄時間資訊以及受測者的主觀感受,並將所得轉換成「神迷指數」和「時間扭曲指數」,企圖藉此理解受測者的時間感扭曲被用來解釋注意力的貢獻程度。結果發現:(1)「時間扭曲指數」對於「神迷指數」具有9.8%的顯著解釋力和顯著負相關;(2)「反應時間」對於「時間扭曲指數」具有34.1%的顯著解釋力和顯著負相關;(3)「反應時間」對於「神迷指數」具有39.7%的顯著解釋力和顯著正相關。因此,本研究建議「反應時間」可以被視為適合用來即時觀察人們在遊戲類型的互動行為中的注意力。

並列摘要


Based on concerning the essential attention in game-play, this paper focused on "Flow theory", and respectively estimated time information and subjective filling of subjects in Experience phase and Effects phase of cognitive experiment consisted of "Color Legibility", and converted above independent variables into "Flow Index" and "Time-Distortion Index". This paper attempted to understand the contribution of that the distortion of time-sense can explain the attention in game-play. The results found: (1) "Time-Distortion Index" had a significant explanatory power of 9.8% and negative correlation for "Flow Index"; (2) "Reaction Time" had a significant explanatory power of 34.1% for and negative correlation "Time-Distortion Index"; (3) "Reaction Time" had a significant explanatory power of 39.7% for and positive correlation "Flow Index". Therefore, this paper suggested that "Reaction Time" can be considered suitable for observation of people's attention in the interactive behavior such as game-play in real-time.

參考文獻


Aarseth, E. (2003, May). Playing research: methodological approaches to game analysis. Proceedings of the Digital Arts and Culture Conference (DAC 2003), Melbourne.
Brown, E. & Cairns, P. (2004). A grounded investigation of game immersion. in Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems, ACM Press, New York, 1297-1300.
Chen, H., Wigand, R.T., & Nilan, M.S. (2000). Exploring web users’ optimal flow experiences. Information Technology & People, 13(4), 263-281.
Coull, J.T., Vidal, F., Nazarian, B., and Macar, F. (2004), Functional anatomy of the attentional modulation of time estimation. Science, 303(5663), 1506-1508.
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: The experience of play in work and games. San Francisco: Jossey-Bass.

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