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英雄任務的召喚與起程-遊戲文本敘事與玩家情感價值之實證探討

Summon and Start of the Hero's Journey- the Empirical Study of Game Player's Text Narrative and Emotional Value

摘要


遊戲如同電影、戲劇是文本的類型之一,但不同於電影、戲劇,它具備了互動的性質,以非線性的方式進行敍事。玩家接受英雄任務的召喚,如同電影般的情節般參與了整個遊戲的進行。本研究以文本敍事的角度,對玩家在LOL多人連線競技遊戲進行的過程中,予以現場觀察,玩家可以自我敍事。從而觀察過程中進行捕捉的內心情感表現,了解成功的遊戲如何創造玩家的內在情感需求並吸引消費者。研究方法採實際觀察與訪談法結合的混合質性研究方式。本研究蒐集8位玩家的觀察錄影後,利用KJ法進行內容編碼與轉譯,找出令玩家沉浸其中的遊戲情感價值。研究發現玩家在參與遊戲事件中可以經營並形塑自我與伙伴間的團隊精神、成就感與歸屬感的情感價值,而這些可以經由遊戲過程中的協同合作、分享快樂,自我或群體的挑戰的行為中獲得。情感價值的獲取為玩家參與遊戲的動機,也是遊戲的核心價值。

並列摘要


Games just like film or theater, are one kind of texts. But game is unlike film and theater; it has itself interactive nature and narrative in a nonlinear way. The players played as game's hero and accepted the task, just like a plot of a film in which involved in the entire game. This research takes the text narrative perspective and on-site observation. The players can self-narrative in the process of game playing. From the observation, of the performance of players' inner feelings, this research will then conclude how to create a successful game to meet the players' need so as to attract consumers. In addition to do on-site observation, this research collected recording observations for 8 players, and then uses the KJ method to process content encoding and translation in order to identify the game's emotional values for making the player immersed. This research found that the players can shape the self and obtained team spirit, a sense of accomplishment, and a sense of belonging, when participating in game events. These elements can be created by the collaboration with other players, and joyful sharing, and self or group challenges behaviors. Thus, emotional values obtained are not only for the players involved in the game, but also are the core values of the game.

參考文獻


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