透過您的圖書館登入
IP:3.16.70.101
  • 學位論文

線上遊戲中玩家的多重角色管理

The Management of Multi-Characters of Players in Online Games

指導教授 : 孫春在

摘要


線上遊戲蓬勃發展,身為玩家代理人的角色不再侷限為一個,使玩家可以隨心所欲地創造角色。角色提供了玩家一種自我表現的機會,玩家在創造角色與遨遊角色之間,不斷發展自我意識,嘗試各種現實生活中能做的和不能做的事,創造出許多人格,也讓玩家的行為更加複雜。過去的研究多半是聚焦於玩家身上,但是玩家既然擁有許多角色,並且各個角色的遊戲動機、遊戲方式、遊戲目的、價值都不盡相同,因此有必要從「角色」去探討遊戲行為。 一個玩家能創造許多角色,我們把這些角色通稱為該玩家的「分身」。分身最大的特點就是不會同時出現。玩家的遊戲時間通常會是連續的,並且玩家時常會交替地使用分身角色,所以分身角色的上線有規律性。本研究使用玩家設計介面在遊戲世界收集真實且連續的資料,並設計一套分身演算法,希望能藉由分身上線時間的特點,找出屬於同一玩家的分身角色組,再進一步對這些角色組做分析,包括各角色目標、角色組的管理,以及角色組與公會參與的關係。

並列摘要


Most online games nowadays allow players to create several characters as their agents to represent themselves. During creation of characters and playing with characters, players raise their self-consciousness and can do all things that real life allows or prohibits them. Personalities are developed during the play so that players' behavior becomes more and more complicated. Past researches were focused on players. Now that one player can create several characters and every character has its own motivation of play, way of play, goal of play, and value, we should discuss the game behavior based on characters. One player can create several characters, and we called these characters "avatars" of the player. The major characteristic of avatars is that they would not appear at the same time. The play time of a player is usually continuous and players often play their avatars alternatively, so there is a regular time pattern in avatars. We use player user interface to collect real and continuous data from a game world and develop an algorithm aims to group avatars into sets, in which avatars owned by a certain player belong to a set. We would like to find the goals of each character in the avatar-set, the management of the set, and the relation between avatar-set and guild-participation.

參考文獻


Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006) Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft. Games and Culture, 1, 281-317.
Steinkuehler, C., & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as "Third Places". Journal of Computer-Mediated Communication, 11(4), article 1.
Turkle, S. (1984). The Second Self: Computers and the Human Spirit. New York: Simon and Schuster.
Waskul, D., & Lust, M. (2004). Role-Playing and Playing Roles: The Person, Player, and Persona in Fantasy Role-Playing. Symbolic Interaction, 27(3), 333-356.
Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. The Journal of Virtual Environments, 1(1).

被引用紀錄


林洨岑(2011)。數位學習教材設計與心流經驗關係之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2011.00572

延伸閱讀