透過您的圖書館登入
IP:18.188.228.10
  • 學位論文

電玩遊戲景觀空間、遊戲體驗與景觀偏好之關係探討:以開放世界電玩遊戲為例

Investigating the Relationship between Landscape in Video Game, Gaming Experience, and Landscape Preference: A Case Study of Open World Video Games

指導教授 : 張伯茹

摘要


電玩遊戲為現今重要的休閒活動,隨著科技發展遊戲技術進步開放世界(Open world)成為現今主流的遊戲類型,本研究使用開放世界遊戲具代表性的《薩爾達傳說:曠野之息》作為研究工具。先前學者提出,電玩遊戲與空間設計、場所營造有相同的概念與本質,即創造人類與環境產生交互作用為基本價值。然而過往針對電子空間與景觀領域的研究並無探討虛擬的遊戲環境,故本研究欲深入探討電玩遊戲環境內的景觀空間與景觀偏好間的關係。究採用質性研究的扎根理論取逕,結合Visitor Employed Photography(VEP)和半結構式訪談收集資料並進行階段性編碼分析,最終共蒐集12名受訪者的127張照片與訪談資料。   本研究透過分析發現遊戲環境中影響偏好的三大核心範疇為景觀空間、遊戲體驗、景觀偏好,景觀空間元素包括人為景觀、自然景觀、遊戲元素及視覺因子,玩家體驗包括享受、想像沉浸、感官沉浸、懸疑感、緊張感、成就感、控制。景觀空間會影響玩家的遊戲體驗,而遊戲體驗會進一步影響到景觀偏好,故遊戲體驗可能在兩者間產生影響;而景觀空間若不涉及遊玩體驗,則對景觀偏好的作用及如同現實空間的。另有重要範疇個體差異,可能會產生調節景觀空間對遊戲體驗與景觀偏好間的關係,個體差異則有個人經驗與個性。另外本研究也發現,景觀空間範疇有代碼同屬於景觀元素與遊戲元素,這反映質性資料的多面性與兩者間的關係;可能受個體差異影響,導致玩家的參與度、沉浸感等而有不同。遊戲體驗的不同構面可能相似於景觀理論的內在感知反應過程,如緊張感反映眺匿理論;在本研究的遊戲體驗並未蒐集到過往研究中提及的心流,可能是由於研究方法的限制。   本研究不僅釐清電玩遊戲中的景觀空間、遊戲體驗和景觀偏好之間的關係,這些關係不僅反映在遊戲設計上,也體現在玩家的個體差異和內在感知過程中,同時也為遊戲設計與景觀領域提供了新的結合方式與方向。

並列摘要


Video gaming has become one of the important leisure activities in recent years. With the development of technology, open-world games have become mainstream. This study will use the classic open-world game The Legend of Zelda: Breath of the Wild as a research tool. It shows parallels between video game environments and spatial design, emphasizing how both create interactive spaces for human experience. We explore the relationship between video games landscape space and landscape preferences, employing qualitative research, Grounded Theory, Visitor Employed Photography (VEP), and semi-structured interviews. Analysis of 127 photos and interviews from 12 participants identified three core categories influencing preferences in gaming environments: landscape in video games, gaming experience, and landscape preference. Landscape in video games includes artificial and natural landscapes, game elements, and game elements. Gaming experience includes enjoyment, imaginative and sensory immersion, suspense, tension, achievement, and control. The gaming experience mediates the relationship between landscape in video games and landscape preference; if the landscape space doesn't involve gaming experience, its effect on preference is similar to that in real spaces. Individual differences, such as personal experiences and personality, also modulate these relationships.   We find the multidimensionality of qualitative data and the interplay between landscape elements and game elements, which may vary based on individual differences, affecting engagement and immersion levels. It suggests that aspects of gaming experience may parallel concepts in landscape theories. The study's findings clarify the relationship between landscape in video games, gaming experience, and landscape preference, reflecting not only in game design but also in players' individual differences and internal perception processes. This offers new directions for integrating game design with the landscape architecture.

參考文獻


文化內容策進院. (2022) . 《2021年台灣文化內容產業調查報告》.
太東. (1978). Space Invaders [video game]. 太東.
任天堂. (2017). [CEDEC 2017ゼルダの伝説 ブレス オブ ザ ワイルド]. 4Gamer.net. https://www.4gamer.net/games/341/G034168/20170901120/screenshot.html?mode=thumbs
李政賢. (2018). 質性研究的五種取徑. 五南圖書出版股份有限公司.
范麗娟. (1994). 深度訪談簡介. 戶外遊憩研究, 7(2), 25-35.

延伸閱讀