| 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 |
| 相關次數: | 點閱:102 下載:0 |
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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.
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校內:2027-09-06公開