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研究生: 楊喻丞
Yang, Yu-Cheng
論文名稱: 遊戲如何讓我們與現實接軌以虛擬實境為媒介進行年長者角色扮演功能遊戲之內容設計
Connecting Game to Reality Role- play in Virtual Reality Game for the Senior
指導教授: 劉世南
Liou, Shyhnan
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 創意產業設計研究所
Institute of Creative Industries Design
論文出版年: 2019
畢業學年度: 108
語文別: 英文
論文頁數: 103
中文關鍵詞: 虛擬現實角色扮演遊戲功能遊戲沉浸經驗以人為本的設計
外文關鍵詞: virtual reality, role-playing games, applied games, flow experience, human-centered design
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  • 本研究旨在設計一套以虛擬現實(VR)為主的遊戲情境,目的在於提升高齡者的運動以及認知功能。由於高齡者因為活動能力的退化,導致缺乏外出意願,也因此影響健康的身體活動,心智功能使用以及社會互動。本研究就是在提升高齡者的活動設計,以VR 科技設計懷舊的情境以及遊戲化的過程,以增進高齡者的投入。因此,本研究設計以懷舊為主,並且設計旅行的情境,增進高齡者在VR 情境中的活動以及認知作業的操作。並且結合角色扮演(RPG)的設計而增加懷舊的情境,使使用者更投入於遊戲情境中。 本實驗根據心流理論 ,主張在懷舊情境以及遊戲化的VR 中,參與者表現出較佳的投入以及成果。我們的設計研究邀請16 位高齡者參加。研究結果顯示,在RPG 懷舊情境以及遊戲化的VR 中,參與者表現較沉浸的參與及認知的表現。並且在心流的主觀經驗上,有較好的成果。為了進一步確認參與者的主觀經驗,我們同時也測量EEG的阿爾法波,結果也支持了懷舊情境下遊戲化VR高於單純VR組以及控制組。
    研究結果的貢獻在於指出,當今互動科技的發展,透過虛擬環境的創造,有助於提供給高齡者活動與認知以及未來社會互動的發展。本研究的成果,證實了以人為本設計取向的應用價值。

    This research designed VR-based game scenario with the goal of improving the motor and cognitive functions of the elderly. Due to the deterioration of the ability of the elderly, there is a lack of going out activities, which affects healthy physical activity, mental function use, and social interaction. This research aims to improve the activity design of seniors, design nostalgic situations and gamification with VR technology to increase the involvement of seniors. Therefore, with combined with the design of RPG to increase the nostalgic situation, this research is mainly nostalgia, and the travel situation is designed to enhance the elderly's activities in VR situations and the operation of cognitive tasks. According to the Flow theory, this experiment advocates that participants show better participating and performance in nostalgic situations and gamified VR. We designed the study to involve 16 elderly people. The research results show that in the nostalgic context of RPG and gamified VR, participants performed higher exercise activities and cognitive performance ion accuracy and speed. And in the subjective experience of flow, it has a better performance. In order to further confirm the subjective experience of the participants, we also measured the alpha wave of EEG. The results also support that the RPG gamified VR is higher than the simple VR group and the control group in the nostalgic situation. The significance of the research results is to point out that the development of today's interactive technology, through the creation of virtual environments, will help provide activities and cognition for the elderly and the development of future social interactions.
    The results of this study confirm the application value of such an orientation.

    TABLE OF CONTENTS Chapter1. INTRODUCTION 1 1.1Research background 1 1.1.1 Game's fascination 3 1.1.2 The flow experience in the games 5 1.1.3 Applied Game 6 1.1.4 Role-Playing Game 6 1.2 Research Motivation 8 Chapter2. LITERRATURE REVIEW 9 2.1 Evolution of Virtual Reality 9 2.1.1 The history of VR 10 2.1.2 VR related instruments 11 2.1.3 The future of VR 14 2.2 Evolution of role-playing games 15 2.2.1 The benefits of role-playing games 26 2.2.2 Types and rules of role-playing games 27 2.2.3 What is gamification? 29 2.3 RPG applied game cases analysis 30 2.3.1 RPG schedule management application: Habitica 30 2.3.2 Quest to Learn 32 2.3.3 Imagery Training in RPG 34 2.4 The attractive features of role-playing games 37 2.4.1 Story 37 2.4.2 Game play 40 2.4.3 Game task design 42 2.4.4 Game Art 46 2.4.5 Music 47 2.5 Elderly and VR 48 2.5.1 VR benefits for the elderly 49 2.5.2 Reminiscence therapy 50 Chapter3. METHODOLOGY 51 3.1 Research Structure 51 3.2 Research Subject 52 3.3 Human-centered design 52 3.4 The flow state scale for occupational tasks 54 3.5 Think-aloud methodology and EEG 55 3.6 Game Content Design---- Heroes' Journey 56 3.7 Instruments for Prototyping 56 Chapter4. RESULTS 58 4.1 Game prototype design process 58 4.1.1 The Game Story of The Prototype 58 4.1.2 Gameplay of The Prototype 59 4.1.3 Test Phase: Users’ Feedback 61 4.2 Game prototype research analysis 64 4.2.1 Test Phase: Experts’ Feedback 64 4.2.2 Data collection from the aging center 64 4.3 Revision of The Prototype 66 4.3.1 The Game Story of The Revision 67 4.3.2 Gameplay of The Revision 70 4.3.3 Experiment process 77 Chapter5. DISCUSSION 94 5.1 The research goals and methods94 5.2 Results and Findings96 5.3 implications and applications 98 REFERENCES 100

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