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  • 學位論文

悅趣式行動導覽APP之開發研究-以宮原武熊的一天APP為例

Apply Game-Based Approach to Develop a Mobile Guide APP-A Case Study of “The Day of Miyahara Takeo”

指導教授 : 蔡子瑋

摘要


近年來隨著行動裝置的普及與開發,越來越多的應用程式作為結合聲音、影像、遊戲等多媒體元素的媒介,有效地吸引民眾的使用興趣與動機,逐漸成為多數人們生活中不可缺少的重要輔助工具。現今以自助式旅遊為趨勢,對比傳統式的導覽所耗費的成本與人力以及介紹形式的侷限性,人們在自助旅行中可透過應用程序的輔助增加對目的地的了解。然而,目前多數旅行應用程式皆缺乏整合式的系統來介紹旅遊地點的景點與歷史文化,為此本研究開發出一款行動導覽應用程式─宮原武熊的一天,以多元、悅趣化模式為旅行提供更多的便利性。本研究透過對悅趣式行動導覽程式的開發設計、評估以及對使用者問卷調查的分析,主 要探討與傳統式導覽相比,民眾對使用悅趣式導覽系統之感受,不同遊戲經驗使用者之程度差異以及使用態度與意圖,研究方法採用問卷調查。研究結果發現,宮原武熊的一天行動導覽系統具能力、沉浸、心流、正面影響、正面經驗、回到現實之元素,並且使用者可接受意圖程度高;而在性別方面並無顯著差異,沉浸在 20 歲以下與 41-50 歲則有顯著差異;心流在 20 歲以下與 21-30 歲、20 歲與31-40 歲有達顯著差異、挑戰在 21-30 歲與 41-50 歲中有達顯著性差異。

並列摘要


With the increasing use of mobile devices, mobile applications are being developed as the means to provide people more convenience for their daily lives. Mobile applications could integrate many digital multimedia such as games, animations, and sound, to attract people to use them. Besides, most people prefer self-guided tour to appreciate local custom and tradition. Therefore, this study aims at applying game -based learning approach to develop a mobile navigation app named “The Day of Miyahara Takeo” to guide travelers to Taichung old town.. Furthermore, the effects of participants’ use-intention and game experience of the app are explored. Game experience questionnaires including “core module”, “post-game module”, and “behavioral intention to use” are adapted to measure participants’ game experience. 38 participants are recruited to use the navigation app and measured their game experience. The statistics modes comprising descriptive statistics, factor analysis, t-test, one-way ANOVA, and Scheffe analysis are applied to analysis data. Conclude that the navigation app could bring users’ six game experience: competence, immersion, flow, positive affect, positive experience, and returning to reality and high acceptability. There is no significant effect in gender. Moreover, the immersion level might appear significantly effects among less than 20 years of age and 41-50 years of age; the flow level might appear significantly effects among various ages.

參考文獻


英文文獻
Antonio, L. (2011). World Tourism Organization (UNWTO) Affiliate Members AM-reports. Technology in Tourism, 1(1).
Groos, K. (1914). The Play of Man. New York: Appleton Century.
Facer, K., et al. (2004). Savannah: mobile gaming and learning? Journal of Computer Assisted Learning, 20, p. 399-409.8
Kirriemuir, J., & McFarlane, A. (2004). Report 8: Literature review in games and learning. Futurelab Series. Retrieved July 18, 2010, from http://www.futurelab.org.uk/resources/documents/lit_reviews/Games_ Review.pdf

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