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「穿越時空、漫遊大溪」-木博館「時空旅人」之研究

Case Study on "Time Traveler" at the Daxi Wood Art Ecomuseum

摘要


作者深度訪談10位大溪在地居民與20位「時空旅人」玩家,探討「時空旅人」闖關遊戲之背景、場域、角色與玩家體驗。結果發現:(1)木博館結合大溪居民「識寶、惜寶、展寶」與政府資源,規畫「時空旅人」,提供遊客教育與娛樂功能。(2)玩家可運用手機解題的方式,體驗「時空旅人」中的角色與故事。(3)「時空旅人」玩家可獲得教育、逃脫現實、美學、娛樂、人際關係及成就感等體驗。作者也參考遊戲理論分析「時空旅人」前遊戲目標、方法、規則和態度,討論「時空旅人」的可玩性,並提出未來研究方向之建議。

並列摘要


This study analyzes the background, area, role, and player experience of Time Traveler at the Daxi Wood Art Ecomuseum using data from in-depth interviews with 10 residents and 20 players. The results revealed that, first, the ecomuseum combined local and government resources for the Time Traveler, ensuring that it was an educational and a pleasurable experience for travelers. Second, players could use their mobile phones to experience the roles and stories highlighted through Time Traveler. Third, players stated that they experienced a sense of accomplishment, escapism, and entertainment. In addition, they believed that Time Traveler had educational and esthetic aspects and facilitated interpersonal relationships. This study referenced play theory to analyze pre-lusory goals and lusory mean, rules, and attitude toward Time Traveler and examine its playability. The research concludes with directions for future research.

並列關鍵字

Play theory Game travel Player experience

參考文獻


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被引用紀錄


董孟修(2023)。遊客參加「大溪木博館」人員解說過程中之美感經驗來源戶外遊憩研究36(4),87-122。https://doi.org/10.6130/JORS.202312_36(4).0003

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