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  • 學位論文

辦公室遊戲產品設計需求之研究

A Study on the Demand of Office Game Design

指導教授 : 陳殿禮

摘要


近年來少子化的社會現象,導致幼兒玩具市場逐日萎縮,讓各大玩具廠商紛紛將目標轉移,至具消費自主性且消費能力較強的成人上班族上,因此本研究針對遊戲相關理論做深入的探討,深究上班族對辦公室遊戲產品所應採取之設計需求,再透過文獻分析統整遊戲發展的脈絡、內涵及問題點,經由深度訪談探討上班族對辦公室遊戲產品之需求,並藉由問卷調查得以驗證分析,進而作為辦公室遊戲產品之設計依據。 本研究經由24位辦公室上班族之訪談逐字稿,應用紮根理論解構出,辦公室遊戲產品有34個需求因子及8項構面,並將遊戲產品需求因子及上班族AIO量表,編製結構性問卷進行專家問卷施測,將修正後之需求問卷對台灣地區辦公室上班族進行問卷調查,調查結果發現:辦公室上班族可分為六種不同生活型態之族群,分別為「樂觀進取」、「流行享樂」、「追求品味」、「自足安穩」、「專業務實」、「傳統居家」,且各族群對辦公室遊戲產品需求之重視程度皆不同,而不同人口統計變項之辦公室上班族中,男性較重視「模型」及「電動遊戲」,女性則較重視「盛食」、「按摩」及「可愛」;已婚之辦公室上班族較重視「運動」、「益智」及「組裝」需求因子;30歲以下年齡層較其他年齡層較重視「整人」需求因子;高中(職)學歷較重視「音樂」及「實用」需求因子,研究所以上學歷較重視「按摩」需求因子;技術服務業則較重視「成就感」需求因子。

並列摘要


In recent years, the social phenomenon of low birth rate, resulting in children toy market shrinking day by day, causes the transformation of the toy market; All the major toy manufacturers have to transfer their market to adult workers who with strong autonomous spending powers; Therefore the theory of this study is to do in-depth game discussion to discover the design needs for the office game product in the market of office workers. For the design basis of office game product, the methodological process of this study, firstly is through the research of the literature study on the development of game history to summarize the context, content, and problem, secondly is through the depth interview with office workers for the discussion of their needs on office game product, and finally is through the questionnaire investigation to verify the analysis. The study is deconstruct from the grounded theory which are through the research from the transcripts of interview with 24 office workers; there are 34 demand factors and eight dimensions in office game product; thereafter to apply the demand factors with office workers Games AIO scale to draw up the structural expert questionnaire survey, and then used the revised questionnaire to conduct the survey in office workers market in Taiwan., the result of the survey found that: Office workers can be divided into six different lifestyle groups, respectively, as "optimism," " pop pleasure, "" the pursuit of taste, "" self-contained stable "," professional and pragmatic "," Traditional Home "; the degree of emphasis needs are differentiated from ethnic groups; in different demographic variables of the office workers, male are more emphasis on "model" and "Video games", women are more seriously on, "loading food", "massage" and "cute"; the married office workers are more emphasis on "sport", "puzzle" and "assembly" demand factor; group with age under 30 years old are more emphasis on "trick game" needs factor than the other age; group with high school (vocational) education are pay more attention to "music" and "practical" needs factor, group with the institute are more emphasis on "massage" demand factor; technique or services industry are more emphasis on "achievement" demand factor.

並列關鍵字

Product Design Lifestyle Game Theory Playfulness

參考文獻


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[7] Lieberman, J. N., Playfulness: Its Relationship to Imagination and Creativity. Academic Press, New York, NY, 1977.
[19] Glynn, M. A. & Webster, J. The adult playfulness scale: An initial assessment. Psychological Reports, 71,1992, 83-103.
[20] Guitard, P., Ferland, F., & Dutil, E. Toward a Better Understanding of Playfulness in Adults. OTJR: Occupation, Participation and Health, 25(1), 2005,pp9-22.

被引用紀錄


游全益(2013)。以生活型態詮釋時計產品之設計創作〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0006-1808201316340300

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