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以方法目的鏈理論探討實境遊戲之體驗與價值

Assessment of Experience and Value of Real-Time Games Based on Means-End Chain Theory

摘要


實境遊戲自2012年引進臺灣一年多來,目前已超過上萬人次挑戰,相關類型之籌辦單位如雨後春筍般成立,由此可見實境遊戲的特殊吸引力,已成為當前熱門活動的風潮之一。本研究之主要目的乃藉由現今的實境遊戲熱潮,探究其活動的特質,並釐清參與後所獲得之體驗結果及價值取向,並進一步以遊戲理論之觀點,探索其與傳統遊戲在遊戲本質上之差異。因此,研究設計以質性訪談資料透過方法目的鏈理論與建構階層價值圖作為本次研究方法,進一步對實境遊戲進行解析。研究結果顯示,以遊戲觀點而言實境遊戲充分反應傳統遊戲理論之屬性特質,其新奇屬性能有效使參與者產生正向情緒的體驗,以達到享受樂趣的價值反饋。而參與者透過實境遊戲過程所建立成就感的價值,來自於因解謎益智所提供的生、心理層面挑戰。此外,實境遊戲的團體參與形式建立社交機會,使參與者最終獲得社會支持的內心價值。而實境遊戲在其形式上,呈現為一種參與者透過實質貨幣交易所消費而得的活動型態、產品。因此,可將實境遊戲視為一種遊戲化概念應用,是將遊戲要素運用於非遊戲背景以外之休閒體驗活動,活動過程中提供了更多的心理與社會層面的體驗,更進一步促使參與者達到其偏好狀態或目標,並因遊戲化因素使活動進行過程具有趣味性,如同消費者購買商品般,以此滿足從事該活動行為的主要目的,與傳統遊戲對於參與者之價值形塑與建立的概念不同。

並列摘要


Real-Time Games were first introduced to Taiwan in 2012. So far, more than ten thousand people participated in this kind of activities and many operating teams have been established. The attraction and popularity of Real-Time Games are obviously increasing in Taiwan. The main purpose of this study was to explore the characteristics of Real-Time Games, and to find out the participants' experience and value to discuss the differences between Real-Time Games and game theories. Therefore, this study analyzed the Real-Time Games with means-end chain theory and hierarchical value map. The result showed that Real-Time Games were fitted the characteristics of traditional game theories. Its novelty made participants to experience positive emotions and achieve the value of enjoyment. In Real-Time Games participants created the value of achievement through challenging of puzzle. Besides, participates accumulated the value of social support through experiencing on teaming up processes in Real-Time Games. Therefore, Real-Time Games were presented as a product from consumption patterns by the participants, and regarded as applying the concept of gamification in recreational activities. Participants of Real- Time Games connected to their terminal values to gain more feedbacks or achieve preference of life. Moreover, the influences of gamification supplied enjoyment for active processes, and satisfy participants' main purpose for join Real-Time Games. Therefore, participants of Real-Time Games connected to their terminal values which were different form the support of traditional game theories.

參考文獻


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黃薇仰(2016)。逃出牢籠──實境密室遊戲中的經驗與療癒〔碩士論文,國立交通大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0030-2212201712161650
宗貞伶(2017)。早餐之顧客價值階層之研究:方法目的鏈與KANO模式之應用〔碩士論文,朝陽科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0078-2712201714433985

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