以互動性觀點探討遊戲體驗與行為之研究 = The study of ga...
國立高雄大學亞太工商管理學系碩士班

 

  • 以互動性觀點探討遊戲體驗與行為之研究 = The study of game experiences and behaviors based on the view of interaction
  • 紀錄類型: 書目-語言資料,印刷品 : 單行本
    並列題名: The study of game experiences and behaviors based on the view of interaction
    作者: 石明進,
    其他團體作者: 國立高雄大學
    出版地: [高雄市]
    出版者: 撰者;
    出版年: 民99[2010]
    面頁冊數: 93面圖,表 : 30公分;
    標題: 互動性
    標題: interaction
    電子資源: http://handle.ncl.edu.tw/11296/ndltd/30138492132045768742
    摘要註: 近幾年來,線上遊戲越來越受到現代人的重視,也變成國人最愛的休閒娛樂的活動。憑藉著網際網路的特性,線上遊戲也成為國人線上交友的平台之一,線上玩家除了可以和遊戲進行互動之外,也扮演著能和其他玩家互動的角色,因此本研究以互動性觀點探討是否互動性會影響玩家體驗。而對於一款線上遊戲而言,如何將玩家的心持續留在遊戲中對於遊戲代理商和設計師顯得相當重要。在此前提,就要先了解玩家在遊戲中的體驗,因為玩家的體驗代表著他們在玩遊戲時的感受,而這些感受將會決定玩家的去留。因此在本研究當中,透過對遊戲體驗的探討,了解玩家的持續使用行為。另外線上遊戲成癮是另一個受重視的議題,因此本研究依成癮程度將玩家分為高成癮和低成癮的玩家兩群,進一步探討遊戲體驗和持續使用行為之間的關係是否具有調節效果。本研究採用實證研究之問卷調查法,針對有玩過線上遊戲的人做為抽樣對象,經由網路問卷收集樣本資料,回收472份問卷,有效樣本為429份。根據資料分析結果,功能性互動對於沉浸、正負向情緒等遊戲體驗皆有影響,而人際互動也分別影響沉浸和正向情緒。最後在遊戲體驗方面,皆會對玩家的持續使用行為造成影響。本研究也發現,玩家成癮程度的高低對玩家的正負向情緒和未來的持續使用行為間的關係具有調節之效果。本研究提出結論與建議,希望能對線上遊戲業者和遊戲設計者提出一些建議和參考,以便有效提升遊戲公司在遊戲設計上的品質以及行銷策略擬定上的參考,以確保線上遊戲的永續經營,並能讓玩家玩得開心,達到休閒之意。 In recent years, online games have becoming more popular in the modern society, and it is the people’s favorite entertainment. The online game also is the online place via internet characteristics that people can make friends in. besides of online games can interaction with game system, also play the role of interaction with other players. Hence this research’s point is to study interaction can influence gamer experiences based on views of interaction or not. As a online game, how to keep players staying in the online game is very important for game agencies and game designers. Under this premise, we have to understand the experiences of players in the game, because player experiences represent the feelings in the game period, and these feelings will effect player’s decide behavior. Hence in this research, we want to understand the players’ behavior of continuance via game experiences. Additional report point, online gamers are more addiction in recent years. Online game addiction is another important topic, so in our research, we take the samples into two group-high addiction and low addiction to test the moderate effect between game experiences and continuance behavior.An online survey is conducted to those subjects who have online game experience before. A total of 472 returned data resulting in 429 valid samples. Having analyzed the data, functional interaction would positively influence their flow experience, positive emotion but negatively influence negative emotion. And interpersonal interaction also influence flow experience and positive emotion. Finally in the aspect of game experiences, all would influence player’s continuance behavior. This result point that game experience is important factor in online games. And the result found that high addiction and low addiction will make moderate effect between game emotion and continuance behavior.According to the findings, this study proposes conclusion and suggestions for scholarly societies and practice communities as references, and expects to provide game agencies and game designers some proposals for improving online game’s quality and the references of marketing strategy plan. Let the online games can sustain in the future. And provide players be happy in the game.
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310002032178 博碩士論文區(二樓) 不外借資料 學位論文 TH 008M/0019 343425 1063 2010 一般使用(Normal) 在架 0
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