行動休閒遊戲是讓玩家能短時間的參與,並從遊戲參與經驗中得到樂趣。一個好的遊戲設計應使玩家能進入心流經驗,並在此經驗中獲得愉悅感受。心流經驗是由心理學者Csikszentmihalyi在1975年所提出的,指的是當人完全專注且投入於活動之中,能感受到最佳經驗。如何透過玩家在遊戲中的心流經驗,來評估遊戲內容,已成為重要的研究課題。本研究目的為了解與評估玩家參與行動休閒遊戲時的心流經驗,研究方法以憤怒鳥行動休閒遊戲為例,透過玩家參與遊戲過程中的專注、控制及愉悅三個構面來評估心流經驗,並在遊戲參與中使用腦波感測器、操作行為及臉部愉悅表情辨識的評估方式,進而了解玩家參與遊戲時心流經驗的反應。從實驗分析結果得知(1)、遊戲難易程度的不同對心流經驗有顯著差異性。(2)、玩家性別的不同對心流經驗有顯著差異性。(3)、不同玩家涉入程度對心流經驗無顯著差異性。
Causal Mobile Games is a way to make players easy to participate and obtain more fun in a short time through deeply participating experience. A well-designed game is capable of leading a player into the state of concentration known as “flow” processing, in which gained enjoyment and pleasure. The theory of flow was first introduced by a psychologist who was Csikszentmihalyi in 1975. This theory means to a player completely engrossment into a game activity which to perceive best experiencing. How to use the players’ flow experience to assess the content of games that has already became an important issue. The aim of the research se is to explore and evaluate the flow experience while players’ are participating into the “Angry Birds”Causal Mobile Games. The three dimensions are applied to assess flow experience, which are players’ focus, control and pleasure. Furthermore, when players are participating in these games, Their Electroencephalography (EEG), operating behaviors and facial expressions are detected and recognized physiological reaction to explore their. The results are analyzed and concluded as the following: 1. The challenge levels of “Angry Birds” are significant to players’ flow experience. 2. The players’ gender has significantly effect on players’ flow experience. 3. The players’ has experience has no significant effect on player’s flow experience.