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  • 學位論文

大型機台集換式卡片遊戲之玩家參與動機與收藏行為初探研究─以三國志大戰為例

The Player’s Motivation and Collection Behavior of the Trading Card Arcade Game

指導教授 : 梁朝雲

摘要


2003年開始,日本的大型機台遊戲(Arcade Game),發展出一種以收藏實體卡片結合電子遊戲虛擬內容的玩法,在一片萎靡的非博奕類Arcade市場中創造出耀眼的成績,這種與大型遊戲機台結合的集換式卡片遊戲,又以「三國志大戰」最為風靡,在台灣亦掀起不小的波瀾。本研究即針對「三國志大戰」玩家之參與動機以及收藏行為進行探討,期使結論能對台灣的大型遊戲機台研發廠商以及遊樂場經營業者,在遊戲的開發以及經營方面有所啟發。 本研究採取質性研究,針對「三國志大戰」之重度玩家進行焦點團體座談,探討玩家的遊戲參與動機以及卡片收藏行為,再根據焦點座談結果設計相關議題,與遊戲開發業者及遊樂場經營業者進行專家深度訪談。 研究結果發現,在參與動機方面,大型遊戲機台應利用本身既有之優勢,持續發展框體技術以求在操作裝置上有所創新,進而提高玩家參與動機。在遊戲開發時則須注重卡片的平衡度以及網路機制的應用,才能讓玩家在對戰中每次都能獲得不同的經驗與樂趣。而且須思考其他可發展之動機,以尋求遊戲性的突破。在卡片收藏行為方面,發現玩家認定卡片的收藏價值集中在功能與美觀兩方面,遊戲開發商與遊樂場店家可透過各種遊戲機制或營運活動,增加卡片收藏價值。而在卡片收藏行為的過程,著重在卡片的交換或交易,因此可針對此流程進行整合的研究,試圖提供玩家更優質貼心的服務。

並列摘要


Thanks to the new playing mode of mixing real card collection with virtual game, the arcade game has achieved a remarkable success from non-gamble arcade market since 2003. Especially, the game “Sangokushi Taisen” is one of the most popular model and is also very requested in Taiwan market. This research focus on comprehending the player’s motivation of participation and the game collection behavior. Meanwhile, it is also expected to inspire game design company, vendor or amusement center owner for creating new games and improving operation management. This research is accomplished by qualitative methods. First step, taking place a symposium for hardcore players of the game “Sangokushi Taisen” for discussing player’s motivation of participation and card collection behavior. Collect the ideas and feedback from the symposium then design related discussion topics. In the end, hold a professional conference with game design company and amusement center owner for advanced discussion of these topics. From this research, we can have conclusions in several aspects. For the motivation of participation, the arcade game company should seize its existing advantage and keep upgrading framework technology in order to keep attracting players. For the game development, it should not only pay attention to the design of card balance and the application of network system but also searching new playing motivations for exploring the game so that the players can have fun and always receive new experience while play the game. For card collection behavior, we found out that players appraise the card value by its function and card design. So it can help game design company and amusement center to enrich the collection value through marketing promotion and activity. For card collection procedure, players focus on card exchange or card trading process. As a result, it is important to work out a smooth exchanging procedure for providing a quality service to players.

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