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  • 學位論文

電玩遊戲中角色認同感之腦動態變化

EEG oscillation associated with identification levels in a video game

指導教授 : 柯立偉

摘要


電玩遊戲如今已普及在大多數人的生活中。近幾年,除了本人親自玩遊戲去體驗遊戲內容外,透過網路實況平台觀看別人玩遊戲的情況也變得受歡迎了起來,而且也成為了另一種去體驗遊戲內容的主流方式。先前的文獻有人根據媒體互動性的觀點去探討主動遊玩與被動觀看遊戲的差別,而許多學者認為「角色認同」才是一個重要的機制去解釋與媒體內容互動的不同反應。角色認同是指暫時性的把遊戲角色的認知與對自我的認知給結合在一起,也就是感覺自身就是遊戲中角色的程度。而現今對於人在遊戲中角色認同的神經機制相關研究較少,所以本研究設計一個會引發三種不同程度角色認同的駕車遊戲實驗,分別是使用方向盤遊玩遊戲、使用鍵盤遊玩遊戲以及觀看錄製好的其他玩家遊玩同樣關卡的遊戲視頻這三種情境,並利用問卷與腦電圖去紀錄受測者於不同程度角色認同下的腦波訊號。在這研究中我們用兩個不同的方式去探討角色認同相關的腦動態變化,分別寫在第三章與第四章。本研究第三章成功的利用不同的媒體互動性以及操作方式來引發受測者不同程度的角色認同感。三個組別中,使用方向盤遊玩遊戲的組別根據問卷評估具有最高的角色認同感,而觀看遊戲視頻的受測者具有最低的角色認同感。之後再根據這三種不同角色認同程度的組別去觀察其腦動態變化。本研究的第四章則是把第三章中使用方向盤、鍵盤玩遊戲與觀看遊戲視頻的受測者併在一起之後,利用問卷評估出來的角色認同程度高低來分群為高角色認同組別與低角色認同組別。並根據此分群來觀察高角色認同組與低角色認同組別的腦動態變化差異。在第三章與第四章的腦電圖結果中,角色認同程度較高的受測者於遊戲事件發生前,其枕葉區的alpha波跟角色認同程度低的受測者相比有較強的去同步化趨勢,而這現象表示受測者此時的專注力或是興奮程度較高。而且在遊戲事件發生後,角色認同程度較高的族群其額葉區theta波也具有較強的同步化趨勢,這現象代表受測者在遊戲任務中感受到比較高的風險。總結來說,本研究的結果觀察到受測者於不同程度角色認同下的腦電圖差異以及與其腦電圖現象相應的專注力和情緒上的關聯,角色認同程度高的受測者於遊戲中的專注力與情緒起伏程度會比角色認同程度低的受測者來的還要高。此研究的結果可作為未來研究者探討角色認同機制與其相關之神經活動機制的重要基礎。

關鍵字

電玩遊戲 開車 角色認同 腦電圖

並列摘要


Video games are an indispensable part of many people’s daily life. In these years, passively watching other people to play video games through online streaming becomes another popular way for people to engage in game content in addition to actively playing by themselves. Previous studies used to investigate the influence of actively or passively playing way on people from “media interactivity” aspect. In advance, previous studies found that interactivity would influence an important mechanism called “character identification” which could explain people’s different responses to game content. Character identification was defined as the temporarily merging one’s self with character’s self through alteration of automatic self-concept. However, the brain dynamics related to people’s character identification in games are not well explored in previous studies. Therefore, this study designed a racing game experiment to induce different identification level of participants and explored brain dynamic changes associated with degrees of character identification. Identification levels of participants were evaluated by questionnaire. 32 channel EEG cap was used to record participants EEG signals during whole experiment. In this study, we investigated identification level related EEG phenomenon from two aspects which was the chapter 3 and 4 in this study. In chapter 3 of this study, we induced different identification levels of participants under experiment conditions which were different in two factors, interactivity and natural mapping. Among participants in chapter 3, the highest identification level of active play with natural mapping controller group and lowest identification level of passive watching was observed based on questionnaire scores and we observed the EEG dynamics difference among these groups. In chapter 4 of this study, participants in different experiment conditions of chapter 3 were clustered into high identification level group and low identification level group by their identification level evaluated by questionnaire. After clustering, EEG dynamic difference was observed between high and low identification level group. For EEG results in chapter 3 and 4, occipital alpha power before event was observed stronger desynchronization in groups with higher identification level which implied higher attention and excitability. Frontal theta power after events showed higher synchronization trend in higher identification level group which was related to higher risk level that participants perceived in the racing game. In summary, the EEG oscillation trend showed attention and emotion related EEG pattern which could be was corresponding and appropriately interpreted with identification level difference of participants. This study established a basis for future study to understand the identification mechanism and its related neural dynamic activities.

並列關鍵字

video game driving character identification EEG

參考文獻


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