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  • 學位論文

以腦波儀測量手機遊戲之認知玩興

An EEG Study of the Perceived Playfulness in Playing Mobile Game

指導教授 : 吳錦波

摘要


認知玩興是一種感官深度的享受,認知玩興的研究大多是人機介面或網路使用的研究,關於手機遊戲的認知玩興研究目前不多。而腦波的研究是近年比較新興的一項研究,許多學者紛紛使用先進的電子測量儀器進行實驗,本研究利用先進的電子測量儀器-腦波儀測量使用者使用手機遊戲的腦波,並在遊戲實驗後填寫認知玩興量表,以了解使用者在遊戲過程中腦波的變化,以及遊戲實驗後使用者在手機遊戲的認知玩興對使用態度的情形。 本研究使用實驗室實驗法,使用腦波儀測量使用者使用手機遊戲的腦波差異,並與認知玩興整合衡量。研究結果發現,不同性別使用手機遊戲,其大腦β波會有所差異,而女性在使用手機遊戲,大腦β波明顯高於男性。不同熱門度手機遊戲,其大腦β波會有所差異,手機遊戲的熱門度提高,大腦β波會有所提高。不同經驗的使用者使用手機遊戲,大腦β波也會有所差異,且有經驗的使用者使用手機遊戲,大腦β波明顯高於沒有經驗的使用者。此外在認知玩興對使用態度的關係上,不同性別在手機遊戲的認知玩興對使用態度的正向關係達到顯著;而不同熱門度的手機遊戲,認知玩興對使用態度的正向關係亦達到顯著。

關鍵字

認知玩興 腦波 手機遊戲

並列摘要


Perceived playfulness is a sensory-depth enjoyment. It has mostly applied in the research of man-machine interface or Web browsing. But there is a lack of study in mobile game. The brain waves study has recently emerged, many researchers have applied advanced electronic measurement devices to experiment. Thus, this study is to understand user’s brain-waves change, by utilizing electroencephalogram (EEG) to detect user’s brain waves while playing mobile game. And a self-report perceived playfulness scale is also administered to users after playing the game with an aim to understand the impacts of user’s perceived playfulness on the user’s attitude towards mobile game. This research employs laboratory experiment to examine the differences in brain waves measured with the EEG and the impacts with perceived playfulness scale. The results show that there are differences in β waves between male and female subjects. Female have higher β waves than male in playing mobile game. Also there are differences in β waves in playing mobile games with different popularity. The higher the popularity, the higher the β waves. Subjects with different experiences in playing mobile have also resulted in different β waves. Experienced users have significantly higher β wave than less inexperienced users. In addition, perceived playfulness has impacts on the attitude towards usage, and gender and game popularity have moderating effects towards usage attitude.

參考文獻


張銀益、劉上嘉、陳松輝、陳慧玲、蔡幸蓁(2010)。手機線上(Online) 遊戲之消費者使用意願影響因素研究。輔仁管理評論,17(3),55-84。
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被引用紀錄


黃國軒(2014)。以腦波頻譜探討App遊戲破關前後之情緒變化〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2014.00900
吳依芳(2014)。以腦波量測探討不同暢銷程度App遊戲之認知玩興〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2014.00071
廖哲緯(2014)。行動通訊軟體LINE行為意圖影響因素之實證研究〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-0407201411145000

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