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摘要


孩子與父母經常會因為不同的立場及想法發生矛盾,而孩子也無法靜下心來聆聽長輩的教導,本研究透過PC遊戲的方式搭配遊戲劇情,讓玩家能夠體會到孩子與父母間不同的立場及想法,並且了解到親情的重要性,建構出互動式遊戲「藏夢閣」。遊戲總共有六個關卡,每個關卡都有不同的劇情以及搭配的小遊戲,而每個劇情都有想要傳達給玩家的理念,這些理念都是父母對孩子的期望,以及父母想要孩子了解的事情。互動同時使用了2D及3D的風格,2D風格主要使用在劇情的呈現以及敘述,而3D則是使用在關卡小遊戲及場景探索的部分。為了了解「藏夢閣」遊戲對使用者的接愛程度,本研究使用科技接受模型進行玩家問卷分析及調查。結果顯示使用者對遊戲操作非常滿意,在知覺有用性方面,多數使用者也能了解到故事背後的教育意義。遊戲難度恰當,多數使用者也願意下載本遊戲給晚輩遊玩,約60%的使用者也願意再次遊玩以及介紹本遊戲給親友使用。

關鍵字

PC遊戲 親情 家庭 藏夢閣

並列摘要


Children and parents often have conflicts due to different positions and ideas, and children cannot calm down and listen to the teachings of their parents. This study uses PC games along with video film to make the players understand the different between children and parents. The interactive game is called "Dream Pavilion." There are six levels in the game. Each level has different scenes and mini-games, and each scene has a concept which wants to convey to the player. These concepts are the expectations of parents for their children. The interactive game applies 2D and 3D styles. The 2D style is mainly used in the presentation and narration of the scene, while the 3D is used in the level mini-game and scene exploration. In order to understand the degree of acceptance of the " Dream Pavilion" game to users, this research uses a technology acceptance model to conduct player questionnaire analysis and surveys. The results show that users are very satisfied with the game operation. In terms of perceived usefulness, most users can also understand the educational significance behind the story. The difficulty of the game is appropriate. Most users are also willing to download this game for younger generations to play. About 60% of users are also willing to play again and introduce this game to relatives and friends.

並列關鍵字

PC Game Relationship Family Dream Pavilion

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