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  • 學位論文

實況劇場遊戲之沉浸體驗空間設計

The Interior Design for the Immersed Experience of the Live-Action Role Play

指導教授 : 魏主榮

摘要


本論文將探討近年在全球廣泛流行的新形態娛樂產業—實況劇場遊戲。實境類型的各種遊戲近幾年來都有相當程度的成長及發展。根據統計,在2021年在中國的休閒娛樂產業當中,實況劇場遊戲高居第三名,僅次於看電影和運動健身。 實況劇場遊戲中有幾項分類,其中的謀殺之謎類型遊戲,是本文主要探討的目標。遊戲的型態是讓消費者在實際的場景當中,真正去扮演另一個角色、作為演員演出一齣戲,並且試著在其中推理猜謎,是一種全新型態的體驗型遊戲。謀殺之謎結合了沉浸式藝術、沉浸式遊戲、沉浸式劇場以及密室逃脫等特點,並滿足桌遊多元化需求。這項遊戲目前受到眾多年輕人喜愛,它提供了玩家不一樣的角色扮演機會,結合社交、讓玩家在其中與親朋好友互動,在緊張刺激的解謎過程中達到舒壓效果,同時滿足了玩家暢所欲言的機會,面對面交流和人與人互動中,享受從中獲得的共鳴、情感與解謎的成就,並體驗短暫的另一種人生,逃離日常現實。 在台灣,這個興新的休閒娛樂產業才剛起步,有著值得投資發展的未來。而作為體驗型的實景遊戲,遊戲的整體環境與空間設計,更是營運規劃的重點,本論文將針對此類型的遊戲空間作探討與分析,了解如何讓客人在這個遊戲空間,能有更深度的沉浸體驗。 本篇研究透過探討近年文獻為基礎的方式建立評估標準,藉由文獻探討了解這個娛樂活動的背景,再針對國內外的案例分析,並將自身的研究個案做整理及說明,經由151位遊戲客戶進行問卷調查,了解顧客對於環境的要求,最後訪談三位不同店家的經營者,分析並評估空間設計所需的條件及要素。根據玩家體驗及業主期待,本論文最後將進一步提出未來的發展與期望,讓之後業者在投入這個產業時,讓實況劇場遊戲能夠達到高值美感的深度沉浸體驗。

並列摘要


The new form of entertainment industry, Live Action Role Play (LARP), which has become popular around the world in recent years, will be discussed in this thesis. Various games of the reality genre have grown and developed to a considerable extent in recent years. According to statistics, in China's leisure and entertainment industry in 2021, LARP will rank third, only next to the filmwatch and workout. There are several categories of LARPs and Murder Mystery Party (MMP) will be the main research target of this article. The procedure of the game is to let the consumers play a character in the story in the actual scene and try to solve the puzzles in the game, which is a new type of experiential game. MMP combines the characteristics of immersive art, immersive games, immersive theater and escaping room, and meets the diversified needs of board games. This game become very popular among young people nowadays because it provides players with different role-playing opportunities and allows players to interact with relatives and friends. It makes player stress-relieving by the exciting process of solving puzzles while satisfies the players by providing them the fulfillment from the puzzle-solving, opportunity to speak freely, face-to-face communication and person-to-person interaction, which helps people escaping from the day in and day out life. In Taiwan, this burgeoning leisure and entertainment industry has just started, and it has a potential market in the near future. For an experiential real-life game above mentioned, the overall environment and interior design of the game will be the focus of operation planning. In this thesis, I will discuss and analyze the spacing and interior design for this type of the game to understand how to make guests to have a deeper understanding of this game and immersive experience. This research establishes the evaluation criteria by discussing the literature in recent years, understands the background of this entertainment activity through literature discussion, and then analyzes domestic and foreign cases. A questionnaire survey from 151 game customers was carried out to understand the customer's requirements for the environment, and finally the owners of three different stores were interviewed to analyze and evaluate the conditions and elements required for the interior design. According to the player's experience and the expectations of the owners, this thesis will further summarize the future development plans and prospect at the end, so that when an investor who want to be in this industry, can follow the guidance of this thesis to achieve the live theater game with a deep immersive experience of high quality of beauty.

參考文獻


[1] 方敘潔(2019)。La Vie,No.177
[2] 林承毅(2019)。體驗設計的下一步-儀式設計。La Vie,No.177
[3] Jason Warren(2020)。虛擬真實:沉浸式劇場創作秘笈。臺北市:書林出版有限公司
[4] B. Joseph Pine II,James H. Gilmore(2003) 體驗經濟時代 The experience economy : work is theatre & every business a stage。台北市:經濟新潮社
[5] 林雅筌(2011)超感官的崇高化身─由精神分析意識形態論探討大型多人線上角色扮演遊戲沉浸體驗。南華大學建築與景觀學系環境藝術碩士班碩士論文。嘉義縣

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