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  • 學位論文

行動遊戲結合陀螺操作之研究與創作

A Study and Creation of Mobile Game for Operating of the Spinning Top

指導教授 : 吳可久 曹筱玥

摘要


近年來,隨著科技的發展,智慧型手機迅速普及;與此同時,傳統童玩遊戲相對沒落。本研究結合科技與傳統,運用行動手機這項新媒體的各種功能特質,創作一款操作型遊戲,使用者可以透過手機App操控虛擬陀螺,手持裝置轉化成為提供民俗童玩經驗的載體。根據動作性、遊戲性、競爭性等特質選擇鬥陀螺來進行遊戲開發,目前多數手機遊戲著重於較靜態的創意設計,本研究運用智慧型手機之陀螺儀、加速器等感測器讓手機遊戲更加動作化,陀螺的操作玩法能從遊戲中不斷演練,逐漸熟稔。 後期開發完成後,於2014新一代設計展進行作品展示與實驗施測。透過觀察與問卷調查兩方面蒐集觀眾操作資訊與意見回饋,實際有效問卷為347份;問卷主要採用遊戲流暢體驗(GameFlow)量表進行檢測,統計分析顯示受測者皆有達到一定程度的遊戲沈浸,而玩家族群類別與「專注力」、「挑戰」、「玩家技巧」、「沈浸」四向度有相互影響關係,最後總結提出移植傳統實體遊戲至智慧型手機之設計方法與未來相關應用創作之參考方向。

並列摘要


Smartphones spread extensively with the development of technology in recent years; simultaneously, traditional games are on the decline. This study combines traditional toys with technology and creating an operational game, new media and mobile phone with various functional characteristics will be used. Users can operate the virtual spinning top through the application game, which transformed the handheld device into a spinning top experience carrier. Current game studies show that most mobile games focus on static and creative design, and therefore in order to make mobile games become more dynamic, this study uses smartphone Gyroscope, Accelerometer and other sensors. Action, playability and the competition are the three main elements for developing this innovative spinning top game. As the old saying goes, “practice makes perfect”. Players will become more skillful through operating their own spinning top again and again in this mobile game. After completion of the development phase, displayed the work and surveying in 2014 Young Designers’ Exhibition. This study collects information and audience feedback through two ways: observation and questionnaires, and then 347 valid questionnaires were received. The main questionnaires use flow in games and statistical analysis, which shows that experimental subjects were immersed in the game. The groups of player are related and have reciprocal influence with four dimensions which are "concentration", "challenge", "player skills" and "immersion". Conclusion indicates that design methods of transplanting traditional toy game to smart phone and suggests future research direction.

並列關鍵字

Spinning Top Mobile Game Smart Phone GameFlow

參考文獻


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張亞潔(2016)。手機遊戲《巧月的輪迴》之介面設計回饋與特效創作〔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=U0061-2908201615271200

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