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玩家人格特質與答題時間壓力對遊戲體驗、態度與表現之影響

Impact of Personality Type and Time Pressure on Players' Gameplay Experiences, Attitudes, and Performance

摘要


本研究以一個英語字彙學習遊戲為例,將144位國小五年級學生分為實驗組與對照組,探討在不同時間壓力下,不同人格特質玩家對教育遊戲之遊戲體驗、態度與表現是否有差異。實驗組包含68人,為有時間壓力組,玩家在每回合的拼字答題時間限制為10秒;對照組有76人,為無時間壓力組,玩家在每回合的拼字答題沒有時間限制。控制變數為玩家的大五人格特質與有無時間壓力,以二因子變異數分析(analysis of variance, ANOVA)分析玩家的遊戲體驗、態度與表現。研究結果顯示,玩家人格特質和時間壓力對遊戲焦慮與認知有趣並無顯著影響。而玩家人格特質和時間壓力皆對認知負荷與認知易用有顯著影響,玩家人格特質和時間壓力對認知易用且存在交互作用。此外,時間壓力尚對認知有用、使用態度與使用意圖有顯著影響。藉由分析系統紀錄檔來比較玩家遊戲表現的結果顯示,玩家的人格特質對答題秒數、全部答題數、答對題數、答對率、每題提示數等五項遊戲表現指標皆沒有顯著影響,而有無時間壓力則對除了每題提示數之外的其他四項遊戲表現指標皆有顯著影響。

並列摘要


This study investigated the impact of personality type and time pressure on players' gameplay experiences, attitudes, and performances towards an English vocabulary learning game. The experiment involved fifth-grade students divided into two groups and given differing time limits to complete a spelling task in each turn. The time-pressured group comprised 68 students given a time limit of 10 seconds to complete a spelling task in each turn. The control group comprised 76 students who were given unlimited time to complete the spelling task in each turn. The control variables were the players' personality types and the existence of a time limit in each turn. A two-way analysis of variance (ANOVA) was conducted. The experimental results revealed that neither personality type nor time pressure significantly affected anxiety and perceived playfulness. Personality type and time pressure altered players' cognitive load and perceived ease of gameplay. Furthermore, an association was observed between personality type and time pressure on perceived ease of gameplay. Time pressure also significantly affected how players perceived the value of the game, their attitudes toward gameplay, and their intention to play. Players' gameplay performance was compared between groups by analyzing system log files, which revealed no significant differences in the gameplay performance among players with various personality types. Time pressure significantly affected the time players spent spelling a word, the total number of words spelled, the number of correctly spelled words, and the ratio of correctly to all spelled words.

參考文獻


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