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  • 學位論文

遊戲回饋機制對玩家自我調節與遊戲經驗的影響─以音樂節奏遊戲為例

The influence of feedback in games on player's self-regulation and gaming experience: a study for rhythm games

指導教授 : 孫春在

摘要


遊戲的回饋提供玩家訊息來了解遊戲、了解自己,因此回饋機制的設計將影響了玩家的自我評估與思考過程,而不同的玩家又會有不同的反應,這些過程將影響玩家的遊戲經驗,致使玩家對遊戲產生不同的情感。然而,遊戲設計者若僅基於過往經驗來設計遊戲回饋機制以迎合大多數玩家的喜好,則並不是每位玩家都能認同遊戲設計者的設定而得到最佳的遊戲經驗。因此本研究認為遊戲設計者應針對遊戲類型及玩家特性,提供不同類型的回饋。 本研究以音樂節奏遊戲為平台,探討在玩家與遊戲互動下,提供「立即回饋」與「摘要回饋」對玩家自我調節歷程的影響,並觀察其遊戲表現、遊戲學習歷程與心流經驗的程度。本研究發現玩家需要「立即回饋」來幫助其於行為與結果之中建立連結,讓玩家更容易產生控制感以幫助遊戲表現,比起「摘要回饋」更容易提升其學習效果。實驗結果也發現自我調節者能透過自我調節的歷程中,展現自己的韌性,於遊戲情境中取得技能與挑戰的平衡,自成目標經驗並全神貫注於其中,進一步獲得心流體驗。

並列摘要


Digital Games provide players with feedback to understand the game rules and themselves. Therefore, the design of feedback will affect the self-assessment and the thinking process of players. Nonetheless, different players will have different reactions to same information which result a difference in game experience and draw different feelings. However, if game developers design feedback mechanism which is based on past experience, trying to fit the preference of majority rather than every player, not everyone will enjoy the game and get best experience. A rhythm game is designed as a tool in this paper, trying to figure out how immediate feedback and summary feedback affect flow experience and game performance through self-regulation. According to the experiment results, immediate feedback is needed to help players construct the connection between actions and outcomes to improve game performance comparing to summary feedback. The results also demonstrate that individual with higher degrees of self-regulation will have better flexibility in the process of controlling themselves. They are capable of balancing their skill and challenge to arrive at flow state.

並列關鍵字

Game Self-regulation Feedback Player Experience Flow Rhythm Games

參考文獻


Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113–122.
Bandura, A. (1977). Social Learning Theory. Englewood Cliffs, NJ: Prentice-Hall.
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice Hall.
Bandura, A. (1991). Social cognitive theory of self-regulation. Organizational Behavior and human Decision Processes, 50(2), 248–284.
Berger, A. A. (2002). Video games: A popular culture phenomenon. New Brunswick, New Jersey: Transaction.

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
佘歆儀(2019)。不同解答回饋的遊戲式系統對英語文法學習之影響:成效、心流與自我調節〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://doi.org/10.6345/NTNU201900470
陳駿翰(2016)。發展強化可玩性之音樂節奏遊戲〔碩士論文,國立虎尾科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0028-1907201623351700
李俊逸(2017)。遊戲記分系統設計研究〔博士論文,國立交通大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0030-2212201712282006
趙翊如(2017)。投影規模對沉浸經驗之影響〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0061-2408201704024900

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