近年來,音樂節奏遊戲一直具有相當可觀的商業價值。除了在大型機臺上發展成熟外,也遍佈電視遊樂器及掌上型遊戲機。當智慧型手機、平板電腦等行動裝置推出後,更是將遊戲推向新的遊戲平臺。遊戲重複及市場飽和使得其銷售量自2008年起都有逐年下滑的趨勢,而任天堂公司2011年時推出的《節奏天國》遊戲卻有逆勢成長的現象。本研究即以遊戲的可玩性做為基礎,探討適用於音樂節奏遊戲的可玩性因素,以及不同玩家對於音樂節奏遊戲的可玩性評判有何差異。研究結果顯示,在討論音樂節奏遊戲可玩性時,可使用:功能範疇、結構範疇、視聽範疇三個面向,其中又以「功能範疇」與「視聽範疇」對玩家影響最巨,這也反應出音樂節奏遊戲設計的核心考量。
In recent years, we observe that the field of rhythm games has more and more commercial value, which is developed vigorously in the area of arcade games. Furthermore, it is also extended to TV games and handheld console games. Rhythm games have gradually moved to become a new platform of games, especially with the release of smart phones and tablet PCs. Due to the over-similarity of games and a saturated market, sales have been decreasing since 2008. However, Rhythm Tengoku Gold, released by Nintendo, has breakthrough sales in the market. In this study, we adopt quantitative research to investigate the playability of the game-Rhythm Tengoku Gold. Additionally, the researchers categorize playability elements of all rhythm games. The results show that some aspects of playability can be categorized: functional, structural and audiovisual playability. Moreover, we find that functional playability and audiovisual playability results in much greater effect for rhythm game players. It suggests that if games are designed to provide sufficient functional and audiovisual playability, this can raise the overall playability of games for players.