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  • 學位論文

台灣熱門手機遊戲玩家的遊戲時間與心流研究

Research of Taiwan Popular Mobile Game Players' Game Time and Flow

指導教授 : 孫春在

摘要


隨著科技的進步,智慧型手機與行動上網的普及化,手機遊戲也變得十分地普遍。人們要玩線上遊戲再也不僅侷限於下班或放學坐在電腦桌前的時間,而是可以更加地利用休閒時間、等車的碎片時間甚至是上班時間等細碎的時間去遊玩它。然而我們卻發現,台灣現今熱門的手機遊戲大多為擁有體力機制的免費線上遊戲,反而又限制了玩家玩遊戲的時間。本研究利用輔助記錄應用程式追蹤記錄玩家的遊戲行為,用以了解體力機制對玩家帶來的影響,以及玩家在什麼樣的情況下會在免費遊戲內消費遊戲中的道具。   本研究以《鎖鏈戰記》以及《白貓Project》兩款遊戲作為實驗的研究環境,分別作為有體力機制與無體力機制的遊戲代表。先以問卷的方式了解玩家背景,並且請部分玩家使用本實驗自製的輔助記錄應用程式蒐集玩家遊戲數據,最後對於其體力值、遊戲時間、心流狀態,以及道具使用做相關分析。最後證實體力制的遊戲會影響玩家的遊戲行為,並且發現使用道具的動機確實會受到玩家體力值的影響,並且與玩家的心流狀態有關。

並列摘要


With the advancement of technology, smart phones and the popularity of mobile Internet, mobile gaming has become very common. People now can use their mobile phone to play online games without the limit of time and place. However, we have found that Taiwan now popular mobile games are mostly free-to-play and with the stamina system, which limited players’ playing time. In this study, we tracked players’ game behavior by the recording app, to understand the impact of the stamina system of players, and what the situation players will use special items related to game time in the game.   In this study, we take two mobile games "ChainChronicle" and "White Cat Project" as our experimental research environment. Understanding the background of the players, and gathering data by the recording app, we do correlation analysis among stamina, game time, the flow state, and the use of items, which recorded in the players’ recording apps. Finally, we confirmed that stamina system will affect players’ game behavior, and found that the motivations for using items were really affected by the stamina of the player, and related to the player's flow states.

並列關鍵字

Mobile game Free-to-play Flow Game time Stamina system

參考文獻


Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, pp. 9(4),411-426
Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. San Francisco: Jossey-Bass.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper Perennial.
Csikszentmihalyi, M. (1997). Finding Flow: The Psychology of Engagement With Everyday Life. Basic Books.
Guo, Y., & Barnes, S. (2009, 6). Virtual item purchase behavior in virtual worlds: an exploratory investigation. Electronic Commerce Research, pp. 77-96.

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