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研究生: 吳曜昇
Wu, Yao-Sheng
論文名稱: 轉化內外在動機的遊戲化設計機制:以促進身體活動為例
Gamification Design Mechanisms for Transforming Extrinsic to Intrinsic Motivation: The Case of Promoting Physical Activity
指導教授: 陳璽任
CHEN, HSI-JEN
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 工業設計學系
Department of Industrial Design
論文出版年: 2022
畢業學年度: 110
語文別: 英文
論文頁數: 141
中文關鍵詞: 遊戲化內在動機身體活動個體差異
外文關鍵詞: gamification, motivation, physical activity, individual differences
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  • 近年來台灣人的身體活動量不足率高達76.3%,加上近兩年因新冠肺炎的影響,加速改變人們的運動習慣與生活方式。本研究目的是透過遊戲化的方式促使身體活動量不足的人們增加身體活動量,建立良好的身體活動習慣。遊戲化設計是一種將遊戲元素應用在非遊戲的情景脈絡中,透過遊戲元素刺激人們玩遊戲的體驗,進而產生更豐富的行動動機,促成特定的目標行為。研究設計與方法分為兩個階段,研究一透過問卷法探討不同的遊戲化設計策略和動機、行為習慣之間的關係,建立動機類型與遊戲化設計策略的對應關係。研究一的結果發現,「個人使命」動機與遊戲化策略「使命」有顯著的關係,而「歸屬感」動機與遊戲化策略「社交」的有顯著的預測關係,而其他策略幾乎只和「獎勵」動機有顯著的預測關係,另外性別、年齡、玩遊戲習慣和運動習慣也會影響對遊戲化成效的預期結果。研究二透過實驗法探討遊戲化的機制與行為改變的關聯,透過2 (遊戲化設計組合) x 2(動機適配、動機不適配)受試者間設計,讓受試者佩戴智慧手環參與4週的實驗程序,智慧手環將會每週記錄受試者的步行數作為身體活動量的依據,同時記錄受試者在LINE App中與遊戲機制互動的次數。研究二的結果發現,整體步行數改變量的趨勢隨著遊戲化介入時間而增加,體現遊戲化促發身體活動的效果,另外動機匹配與否會對遊戲化介入第一週的步行數改變量有顯著影響,當動機與遊戲機制匹配時,較容易在初期就促發目標行為;當動機與遊戲機制不匹配時,需要較長時間才能表現出遊戲化對目標行為的促進效果,符合研究的假設。綜上所述,本研究主要的貢獻與結論為:遊戲化設計能有效促進身體活動量的增加、遊戲化設計的效果會受到個體差異的影響、遊戲化動機適配與否影響目標行為的促發歷程。對於未來展望與建議,在實驗設計上可考慮其他的遊戲化設計或更有互動性的App作為介入的刺激材料,對於研究程序可考慮延長介入與觀察的時間,同時盡可能避免其他可能的影響因素。

    In recent years, the physical activity insufficiency rate of Taiwanese people is as high as 76.3%. The lack of physical activity for a long time may lead to the aging and decline of many physical and psychological functions. Good health can be maintained through appropriate regular exercise. The purpose of this study is to encourage people with insufficient physical activity to increase their physical activity and establish good exercise habits through gamification. Gamification design is a kind of application of game elements in the context of non-games, and then generating richer motivations and promoting specific target behaviors. This study promotes subjects to improve their physical activity through gamified experimental procedures, and further explores the mechanism of gamification design and the interaction between influencing factors. The research design and method are divided into two stages. The first study uses the questionnaire method to explore the relationship between different gamification design, and to establish the corresponding relationship between motivation types and gamification design strategies. From the results of Study 1, it can be found that the composition of motivation types has correspondingly preferred gamification design elements. Study 2 explored the relationship between the mechanism of gamification and behavioral changes through experimental methods. Through a 2 (gamification design combination) x 2 (motivational adaptation, motivational incompatibility) between-subject design, participants were allowed to wear smart bracelets engaging in the 4-week experimental procedure, the smart bracelet will record the number of walks of the participants every week as the basis for the amount of physical activity, and record the number of interactions of the participants in the App at the same time. From the results of Study 2, it can be found that through guided gamification design, the intrinsic motivation of subjects can be more aroused and effective exercise habits can be established. In addition, the results also verify the hypothesis of Study 1. There was a significant increase in changes in physical activity.

    ABSTRACT i ACKNOWLEDGEMENTS ii TABLE OF CONTENTS iii LIST OF TABLES vi LIST OF FIGURES viii CHAPTER 1 INTRODUCTION 1 CHAPTER 2 LITERATURE 4 CHAPTER 3 STUDY I: Exploring the relationship between the effect of gamification design and its influencing factors 8 CHAPTER 4 STUDY II: Exploring the Influence of Target Behavior on Motivational Adaptation and Gamification Design 11 CHAPTER 5 DISCUSSION 16 REFERENCES 20 Appendix A TRADITIONAL CHINESE VERSION 25 第一章 緒論 26 5.1 研究背景與動機 26 5.2 研究目的 27 5.3 研究範圍與限制 28 5.4 研究架構 29 第二章 文獻探討 31 5.1 遊戲化設計策略與機制 31 5.1.1 遊戲化的影響機制 31 5.1.2 遊戲化設計策略與遊戲元素 33 5.2 遊戲化設計成效的個體差異 36 5.2.1 遊戲化玩家類型 36 5.2.2 遊戲化的個體差異 39 5.3 促進身體活動的遊戲化設計 40 5.3.1 身體活動量定義 40 5.3.2 身體活動的重要性 41 5.3.3 身體活動量的資料收集方法 41 5.3.4 身體活動量的遊戲化設計 42 5.4 總結 43 第三章 研究一:探討遊戲化設計的效果和影響因子的關聯 44 5.5 方法 44 5.5.1 問卷設計 44 5.5.2 受試者與研究程序 49 5.6 結果 50 5.6.1 敘述統計 50 5.6.2 遊戲化設計成效與動機類型的相關分析 53 5.6.3 變異數分析 63 5.7 討論 73 第四章 研究二:探討目標行為受動機適配與遊戲化設計的影響 76 5.8 方法 76 5.8.1 實驗設計 76 5.8.2 工具與材料 82 5.8.3 實驗程序 101 5.8.4 受試者 102 5.9 結果 103 5.9.1 資料篩選與遺漏值 103 5.9.2 遊戲化設計與動機適配對步行數改變量的影響 104 5.9.3 遊戲化設計與動機適配對遊戲互動次數的影響 107 5.9.4 遊戲互動次數與步行數改變量的關係 108 5.10 討論 109 第五章 綜合討論 111 5.11 遊戲化設計能有效促進身體活動量 111 5.12 遊戲化設計的效果會受到個體差異的影響 111 5.13 遊戲化動機適配與否影響目標行為的促發歷程 111 第六章 結論與未來發展 113 5.14 研究結論 113 5.15 未來發展與建議 114 REFERENCES 116 Appendix A 遊戲化設計A組:功能一設計內容 121 Appendix B 遊戲化設計B組:功能一設計內容 124 Appendix C 遊戲化設計A, B組:功能二設計內容 127 Appendix D 遊戲化設計A組:功能三設計內容-1 129 Appendix E 遊戲化設計A組:功能三設計內容-2 131 Appendix F 遊戲化設計A組:功能三設計內容-3 133 Appendix G 遊戲化設計A組:功能三設計內容-4 135 Appendix H 遊戲化設計 B 組:功能三設計內容 136 Appendix I 遊戲化設計 A 組:功能四設計內容 138 Appendix J 遊戲化設計 B 組:功能四設計內容 140

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