科技日趨發達,促使許多領域的技術得以相互結合,並在悅趣化學習上發展更好的效益,例如「嚴肅遊戲」應用了互動裝置科技,可同時具備了學習以及娛樂兩項功能,非以娛樂為主要目的,而是讓玩家透過遊戲過程學習,運用遊戲元素創造之娛樂效果提升學習意願及效益,因此嚴肅遊戲如何能夠吸引使用者或玩家,成為一項重要議題。 本研究為探討嚴肅遊戲的魅力因子,以國立科學工藝博物館「交通夢想館」中嚴肅遊戲裝置作為研究案例,經由評價構造法訪談具互動遊戲設計實務相關經驗者、遊戲相關研究者、遊戲相關設計者,探討博物館嚴肅遊戲裝置之重要設計要素及感性要素,並將訪談結果作為Kano模型雙向問卷設計依據,再經由Kano品質模型分析問卷調查結果,研究結果獲得博物館嚴肅遊戲裝置魅力品質設計要素為關卡、任務、目標、音效、排行榜、競爭、具教育意義的遊戲內容、模擬真實情景的遊戲畫面、遊戲畫面細緻度(精緻)、遊戲畫面色彩明亮、遊戲畫面解析度(清晰)、動畫、遊戲畫面即時回饋、文字容易閱讀(易讀性)、實體裝置供多人互動、實體裝置外觀美觀、實體裝置模擬擬真度、聲音回饋、遊戲畫面回饋、分數回饋、排行榜回饋、展場實體紀念品回饋共22項,此外透過將魅力品質設計要素與感性評價進行分析,以了解不同設計要素對使用者感性感受之影響。 本研究結論探討博物館嚴肅遊戲裝置影響使用者感受之魅力品質設計要素,期望提供相關領域開發人員、業者或研究人員作為參考依據。
Advances in technology enhance the effectiveness of the game-based E-learning such as “Serious Game”. Serious games which interactive installation technologies are applied to chould acheive both functions: learning and entertainment. Users could learn the skill from the serious game in addition to the entertainment. Moreovers, game elements could uplift users’ learning motivation and achievements. Therefore, the attraction of “Serious Game” is getting to be an important issue. In order to explore the attraction factors of the “Serious Game”, take the serious game device, “Pavilion of Dream Transport” in National Science and Technology Museum, as as a case study. First, interview the game designers to acquire the important design and perceptual elements. The interviewing results are analyzed by the evaluation grid method and are used to develop the attractive quality questionnaire and perception questionnaire. The attractive quality questionnaire is analyzed by the Kano model. The result yields the main 22 attraction factors : games points, tasks, goals, sound, leaderboard, competition, educational game contexts, game screen with the real situation stimulation, game screen finesse, color brightness, resolutions, dynamic image, real-time feedback, legibility, devices with multi-players interaction, devices with attractive appearance, devices with the real object simulation, sound feedback, game screen feedback, score feedback, leaderboard feedback, and souvenir feedback. Besides, the regression relationstip between the attraction factors and perceptual evaluation are analyzed stastically. The research conclues that the the museum serious games attraction factors and users perceptual feedbacks. Some design suggestions could provide the reference for the related researchs or industries.