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  • 學位論文

音樂素養與性別差異對生理訊號及心智負荷之影響探討 -以音樂節奏遊戲為例

Effect of Music Literacy and Gender on Physiology Signals and Mental Load - A Study of Music Rhythm Game

指導教授 : 趙金榮

摘要


本研究將以音樂節奏遊戲為例,探討對於是否具有音樂素養受試者主觀自我評估,測量受試者的客觀生理數值、遊戲成績表現用以評估受試者在遊戲操作過程中是否有明顯的生理、心理變化與學習效應,其中也加入性別因素一同探討不同性別面對音樂節奏遊戲是否也有的主客觀數值的不同。實驗軟體的選定透過節奏遊戲三大特質且大眾化等要素後選擇osu!此款音樂節奏遊戲。二十位平均年齡 24.4 歲男女性受試者參與本研究之實驗,以osu!作為實驗軟體,並執行兩種不同難度階段,每階段實驗都會即時擷取生理訊號,並在每個階段結束後進行主觀問卷填寫,客觀生理訊號有膚電反應(GSR)、心率變異性(HRV),主觀負荷量度量表則是NASA-TLX。 研究結果顯示: 1.「具音樂素養」受試者在主客觀分析結果相符,面對音樂節奏遊戲時皆表現比「不具音樂素養」焦慮低且壓力小。2.「具音樂素養」受試者在音樂節奏遊戲的遊戲成績結果,表現比「不具音樂素養」受試者較佳。3.焦慮以及壓力與遊戲成績呈現負相關,不管是在變數只有「具音樂素養」、「性別」或「音樂素養*性別」情形下,越低的焦慮感與越低的壓力,所表現出來的遊戲成績越好。 透過以上幾點發現可以推論出「具音樂素養」的人在面對音樂節奏遊戲時焦慮感較低且壓力較小並且對於遊戲成績的表現較佳。 透過本研究的結論,提供給有意研究音樂節奏遊戲以及音樂學習的研究人員作參考;從2011年開始osu!此款遊戲皆有舉辦世界大賽,台灣每年皆有參加且表現不俗,本研究提供往後甄選本國電競選手培訓時,可參考本研究做為甄選選手的依據。

並列摘要


This study will take the music rhythm game as an example to explore whether there is a subjective self-assessment of the subjects with music literacy, measuring the objective physiological value of the subject, and the performance of the game to assess whether the subject has obvious during the game operation. Physiological, psychological changes and learning effects, together with gender factors, explore the differences between subjective and objective values of different genders in the face of music rhythm games. The selection of the experimental software selects the osu! this music rhythm game after the three characteristics of the rhythm game and the popular elements. Twenty male and female subjects with an average age of 24.4 years participated in the experiment of this study, using osu! as the experimental software, and performing two different difficulty stages. Each stage of the experiment will immediately take physiological signals and at the end of each stage. The subjective questionnaire was filled in. The objective physiological signals were skin electrical response (GSR) and heart rate variability (HRV), and the subjective load measurement scale was NASA-TLX. The results of the study showed that: 1. Subjects with "music literacy" were consistent in subjective and objective analysis, and they were less anxious and less stressful than "no music literacy" in the face of music rhythm games. 2. The results of the "music literacy" subjects in the music rhythm game performance are better than those of the "non-music literacy" subjects. 3. Anxiety and stress are negatively correlated with game performance, whether in the case of variables with only "music literacy", "gender" or "music literacy* gender", the lower the anxiety and the lower the pressure, the more The better the game scores. Through the above findings, it can be inferred that people with "music literacy" are less anxious and less stressed in the face of music rhythm games and perform better for game performance. Through the conclusions of this study, it is provided to researchers who are interested in researching music rhythm games and music learning. From 2011 onwards, osu! This game has a world competition, and Taiwan has participated every year and performed well. This study provides When selecting the training of national e-sports players in the future, you can refer to this study as the basis for selecting contestants.

參考文獻


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