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「元宇宙遊戲」之價值評估與遊戲心流體驗之評價方法

The Evaluation Methods of Value Evaluation and GameFlow Experience for Metaverse Games

摘要


「元宇宙(Metaverse)」已宣示Web 3.0新時代的到來,3D虛擬真實將融入人類未來生活世界,去政府中心化管控的「所有權」轉移到廣大群眾,「元宇宙遊戲」應運而生。然而「元宇宙遊戲」的開發仍處萌芽期,綜觀國內外相關研究相對稀少,因此,本研究旨在建構「元宇宙遊戲」的「價值評估」與「遊戲心流」體驗評估之方法,並檢驗不同玩家類型在「遊戲心流」體驗上的差異與滿意度。本研究以文獻分析為基礎,訪談五位遊戲設計專家,透過問卷調查710位「元宇宙遊戲」玩家,問卷經因素分析與單因子變異數等統計方法分析。研究發現:1.八項元宇宙遊戲「價值評估指標」,包含:(1)遊戲NFT的「安全性」。(2)遊戲NFT的「稀有性」。(3)遊戲NFT市場交易熱度。(4)遊戲NFT的「效用性」。(5)遊戲的「社群規模」。(6)遊戲的發展規劃潛力。(7)遊戲的可玩性。(8)遊戲公司的品牌信賴度。2.以八項「元宇宙遊戲」價值評量指標評估18個「元宇宙遊戲」樣本發現,以《The SandBox》最具價值優勢,《Gods Unchained》與《Alien Worlds》次之。3.遊戲玩家最希望「元宇宙遊戲」未來應該具有的延伸功能:以不需要整天戴著VR頭盔就能暢遊虛擬世界佔25.4%最高,希望能有更多樣化的生活應用20.8%次之。遊戲玩家認為目前「元宇宙遊戲」最需要加強的地方:以增加中文介面遊戲占22.5%最高,用久會頭暈佔12.7%次之。4.不同「遊戲涉入」玩家在「遊戲心流」五個新構面皆存在顯著差異,且在五個構面的「遊戲心流」的滿意度皆是「遊戲涉入」高分組>中分組>低分組。5.發現十種新「玩家類型」的高中低分組在「遊戲心流」的五項維度皆存在顯著差異。十種「玩家類型」的「遊戲心流」滿意度皆是高分組>中分組>低分組。6.在不同「遊戲涉入」組別中對五個「遊戲心流」維度的滿意度皆為高分組>中分組>低分組,在「融入」構面滿意度最低為66%,在「操控與目標」構面次低為68%,建議未來「元宇宙遊戲」可針對此二構面進行強化。在有效樣本710位玩家中,整體「元宇宙遊戲」心流滿意度偏低為69.57%,因此「元宇宙遊戲」未來仍亟待改進。

並列摘要


The "Metaverse" has declared the rise of Web 3.0. 3D virtual reality will shape the future life of human beings. The ownership of decentralized government control is transferred to the masses, and the "Metaverse game" comes into being. However, the development of "Metaverse games" is still in its infancy, and related scholarly research is relatively scarce. This paper aims to build evaluation methods of value evaluation and GameFlow experience for Metaverse games, and tests the differences and satisfaction of different player types in the GameFlow experience. This research is based on literature analysis, interviews and consults five game design experts, and surveys 710 Metaverse game players by questionnaires. The questionnaires were analyzed by factor analysis and analysis of variance. This research found: 1. Eight "value evaluation indicators" of Metaverse game, including: (1) The security of game NFT. (2) The rarity of game NFTs. (3) The market transaction popularity of game NFTs. (4) The utility of game NFTs. (5) The community size of the game. (6) The future development planning potential of the game. (7) The playability of the game. (8) Brand trust of game companies. 2. Evaluating 18 Metaverse game samples with eight value evaluation indicators of "Metaverse games", it is found that 《The SandBox》 owns the most valuable advantage, followed by《Gods Unchained》and 《Alien Worlds》.3. The extended functions that gamers most hope that "Metaverse games" should have in the future: surfing the virtual world without wearing a VR headset all day long accounted for 25.4%, followed by more diverse life applications at 20.8%. Gamers believe that the current "Metaverse game" needs to be strengthened most: adding Chinese interface for games accounts for 22.5% of the highest, followed by dizziness after prolonged use accounts for 12.7%. 4. There are significant differences in the new five dimensions of GameFlow between players with different "Game Involvement". And all the GameFlow satisfaction in the five dimensions is high group > moderate group > low group of "game involvement". 5. It is found that there are significant differences in the five dimensions of GameFlow between the high, moderate and low groups of the new ten "player types". The GameFlow satisfaction of the ten "player types" is all high group > moderate group > low group.6. Satisfaction with the five GameFlow dimensions in different "game involvement" groups are all high group > moderate group > low group. Satisfaction in the "immersion" dimension is the lowest at 66%, and the second lowest in "control and goal" dimension is 68%. It is suggested that Metaverse games should be strengthened for these dimensions. The overall average GameFlow satisfaction is only 69.57%, the "Metaverse game" needs to be improved urgently in the future.

參考文獻


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