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  • 學位論文

以玩家生理訊號為基礎的遊戲歷程與樂趣分析

Gameplay and Fun Analysis Based on Player’s Physiological Signals

指導教授 : 孫春在

摘要


本研究旨在於建立一個客觀的遊戲樂趣評估模式,其實驗方法主要建立在「Valence-Arousal模型(V-A model)」與「心流理論(Flow Thoery)」之上,心流是個人完全投入的的一種狀態,當心流發生時會同時伴隨有高度興奮及充實的感覺。   實驗數據的擷取分為:1.Arousal數值以滑鼠內藏感測器所測得心跳值計算得之。2.Valence數值以對玩家表情的愉悅程度觀察得之。二數據的取得皆以不干擾玩家且活動內量測的方式進行,藉由V-A model的二維值,給予樂趣值的標定,再以樂趣值為Y軸及時間X軸,繪製出樂趣曲線,以此作為遊戲中樂趣的的評估模式。本研究的實驗設計採用Web game (Flash)休閒遊戲,主要在玩家玩遊戲期間的樂趣曲線演變來作探討,研究假設以樂趣曲線的轉折數、樂趣指數的加總及心流發生次數,三個面向來研究與遊戲樂趣的關係。   本研究結果顯示,上述三面向皆與玩家主觀的樂趣感受達顯著正相關,尤其以樂趣曲線轉折數相關性最高(r=0.447**),其次是樂趣指數的加總(r=0.325*),再其次為心流發生次數(r=0.314*)。此結果證明,遊戲的樂趣與挑戰的節奏起伏有關。

並列摘要


The purpose of this study is to establish an objective assessment model of fun in game, the experimental method is based on “Valence-Arousal model" and "Flow Theory". Flow is the state in that a person puts his or her heart and soul into something, it occurs simultaneously when one reaches a high level of excitement and sense of fulfillment.   Raw data is collected with the following methods: (1) Arousal data is acquired with a sensor module built in the mouse, the module is to measure and calculate heart rate. (2) Valence data acquired by observed expression of the player's pleasure level. All data acquisition activities do not interfere with the player, they are in-activity measurements. The principle model employs a two-dimensional V-A model to give the value of fun. We draw a time-based fun curve for the assessment model of fun. In this study, we use a Flash web game for our experiment. We focus on the player's curve of fun during the game. Research hypothesis is discussed in three aspects with player's subjective feeling: (1) Number of turning on the fun curve, (2) Total fun value, (3) Level of flow experience.   The results show that all three aspects have significant positive correlation with players subjective feeling. The highest related item is the number of turning on the fun curve (r=0.447**), followed by the sum of the total fun value (r=0.325*), and level of flow experience (r=0.314*). The results show that the player's subjective feeling is related to the rhythm of challenge.

參考文獻


[1] J. Chen.“Flow in Games”, Commun ACM, Volume 50 Issue 4, April 2007.
[4] M. Csikszentmihalyi. Beyond boredom and anxiety,Jossey-Bass, San Francisco, 1975.
[5] M. Csikszentmihalyi, Flow: The psychology of optimal experience,Harper & Row,New York, 1990.
[6] A. Steptoe, J. Wardle & M. Marmot. "Positive affect and health-related neuroendocrine, cardiovascular, and inflammatory processes", PANS,Volume 102:6508–6512, 2005.
[8] K. Sun, J. Yu, Y. Huang, and X. Hu.“An improved valence-arousal emotion space for video affective content representation and recognition”,Proceedings of the 2009 IEEE international conference on Multimedia and Expo (ICME'09), (pp.566-569) , Piscataway New Jersey, USA,2009.

被引用紀錄


楊金秀(2011)。透過生理訊號觀察玩家自我調節能力對心流經驗的影響-以音樂節奏遊戲為例〔碩士論文,國立交通大學〕。華藝線上圖書館。https://doi.org/10.6842/NCTU.2011.01032

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