透過您的圖書館登入
IP:3.12.108.18
  • 學位論文

實境遊戲體驗設計與研究:以國立臺中科技大學《守望行動》遊戲為例

A Study of Experience Design of a Reality Game: “Protection Action” at National Taichung University of Science

指導教授 : 蔡子瑋

摘要


21世紀進入體驗經濟時代,人們消費時不僅是滿足必要的基本需求,更要享受過程中各種細節所帶來的難忘體驗。實境遊戲藉由故事或主題的情境為基礎,使用行動裝置輔助推進遊戲,此種具遊戲性的活動體驗正契合時代趨勢,逐漸應用於博物館、展覽、深度旅遊、園區體驗等活動,滿足寓教於樂與體驗,使體驗者留下深刻印象。 實境遊戲為新興媒體,對玩家經驗程度及製作流程與模式相關研究目前相對較為缺乏。本研究以國立臺中科技大學校園為背景,經由相關文獻探討建立實境遊戲流程與模式,開發實境遊戲《守望行動》,並藉由遊戲經驗問卷測量玩家遊戲經驗程度。提出實境遊戲的製作設計建議。 研究結果顯示實境遊戲《守望行動》於心流、沉浸、能力、緊張、正面影響、負面影響、移情作用、參與行為、負面情緒、正面與負面經驗等構面皆呈現顯著影響,具可行性且達成玩家體驗預期之目標。訊息傳遞設計與謎題設計是開發實境遊戲的主要因素,訊息傳遞方面應確保故事與主題朝向一致目標發展;謎題方面則利用情境中具有意義或能串連劇情引導出意涵之物件,促使玩家參與到遊戲情節中,產生正面影響和反饋,提升玩家之間的社交關係,共同完成遊戲目標。

並列摘要


Experience economy is a trend which has emerged in the 21st century. It brings out that people consume not only for basic needs but also to enjoy unforgettable experience that bring them deep impression. Reality games, used in museums, exhibitions, in-depth tours, campus experiences and other activities, could provide fun, educational and experiential experience. Reality games are a new media, and there is a relative lack of players’ experience and production process and model researches The aim of the study is to explore users’ game experience and the process and model of reality games. The case study and literature review methods are used to develop "Protection Action", a reality game at National Taichung University of Science and Technology. Besides, players' experience toward reality games are measured by the game experience questionnaire. The results show that "Protection Action" reality game yields significantly effects on mind flow, immersion, competence, tension, negative affect, positive affect, empathy, behavioral involvement, and negative feelings, positive and negative experiences. It was inferred the reality game is feasible and achieved the expected goals to statsify players’ experience. Conclude that message communication and puzzle design are the main factors of reality games. Message communication should lead game story and the theme; puzzle design should promote players to involve in the game storyline. Besides, some assistant tools and props objects should be meaningful to players in the reality context. Players’ immediate positive responds and feedbacks is helpful to enhance social relationship among them and cooperatively complete the reality game tasks.

參考文獻


英文文獻
Bhattacherjee, A. (2001b). Understanding information systems continuance: An expectation–con.rmation model. MISQuarterly, 25(3), 351–370.
Edson, G., Dean, D. (1994). The handbook for museums. London: Routledge.
Freeman Tilden. (1957).Interpreting Our Heritage. United States of America: The University of North Carolina Press.
Grinder, A. L., McCoy, E. S. (1985). The good guide: a sourcebook for interpreters, docents, and tour guides. Scottsdale, AZ: Ironwood Press.

延伸閱讀