透過您的圖書館登入
IP:34.239.148.106
  • 學位論文

不同遊戲平台與模式對遊戲經驗之影響

Effects of Different Platforms and Modes on Game Experience

指導教授 : 梁曉帆
若您是本文的作者,可授權文章由華藝線上圖書館中協助推廣。

摘要


隨著智慧型手機與平板電腦的高普及率,輕遊戲已成為民眾最常使用與喜愛的娛樂休閒之一,並且逐漸從行動場域擴展至家庭娛樂場域,因此智慧電視將成為下一個遊戲的主要平台。然而目前在智慧電視上玩輕遊戲的遊戲經驗之研究尚不多見,所以本研究目的為探討使用者在平板與電視平台以及單人挑戰與雙人競賽遊戲模式下玩輕遊戲對遊戲經驗之影響。實驗模擬客廳情境進行,分別選取三星Smart TV與微軟Xbox360中,與Asus平板電腦中相似或相同的3款輕遊戲,應用遊戲經驗問卷衡量參與者的遊戲經驗,並檢定分析不同遊戲平台與模式對於遊戲經驗的影響,並以事後訪談方式瞭解影響遊戲經驗的可能原因。結果顯示,在電視玩單人挑戰的水果忍者時其遊戲經驗與在平板玩水果忍者的遊戲經驗極為相似;但是在電視玩憤怒鳥與寶石之星時,其遊戲經驗與在平板玩憤怒鳥與寶石之星的遊戲經驗有顯著不同。而造成平板與電視遊戲經驗不同的最主要原因,本研究推論為兩者間遊戲操控上的差異。最後,研究發現,相較於在平板上玩,以電視為平台玩遊戲時,傳統遙控器的操控方式會造成最大的遊戲經驗差異;而動態的手勢體感控制的操控方式差異最小;需要靜態與精細的手勢體感控制其造成之遊戲經驗差異則介於上述兩種操控方式之間。此研究結果應能作為遊戲平台移轉之設計參考依據。

並列摘要


With the widespread use of mobile phones and tablet computers, light computer games have gained their popularity around the world. Smart TV is the next game platform as these games have been shifted from mobile devices to the TVs at home. However, little literature has been studied on the effects of this shift on player experience. This study aims to investigate the effects of different game platforms (tablet computer or TV) and game modes (single or double players) on game experience. An experiment was designed with the game platform and modes as the independent variables, and result from the Game Experience Questionnaire (GEQ) as the dependent variable. Results showed that compared to the game experience by multi-touch control with a tablet computer, the greatest difference was found in the game experience by a conventional TV remote control, the smallest difference was found by a dynamic gesture control, and a medium difference was found by a gesture control which needed to make some static and fine gestures. Therefore, to achieve the similar game experience of playing with a tablet computer, the conventional TV remote control should be avoided, and a gesture control is suggested with the caveat that static and fine gestures should be limited.

參考文獻


27. H. B. Chang, H. H. Hsu and T. K. Shin, "Using Interactive Video Technology for the Development of Game-Based Learning," Parallel Processing Workshops, 2007. ICPPW 2007. International Conference on. IEEE, Xian, 2007, pp. 24
48. P. Thomas and R. D. Macredie, "Introduction to the new usability," Transactions on Computer-Human Interaction(TOCHI), vol. 9, no. 2, 2002, pp. 69-73.
4. J. V. Dempsey, L. L. Haynes, B. A. Lucassen and M. S. Casey, "Forty simple computer games and what they could mean to educators," Simulation & Gaming, vol. 33, no. 2, 2002, pp. 157-168.
5. J. P. Zagal, M. Nussbaum and R. Rosas, "A model to support the design of multiplayer games," Presence: Teleoperators and Virtual Environments, vol. 9, no. 5, 2000, pp. 448-462.
8. A. Marchand and T. Hennig-Thurau, "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities," Journal of Interactive Marketing, vol. 27, no. 3, 2013, pp. 141-157.

延伸閱讀