| 研究生: |
陳璋君 Chen, Zhang-Jun |
|---|---|
| 論文名稱: |
從高低涉入族群探討儀式感在遊戲抽獎互動設計中魅力因子的差異 Exploring the difference of ritual in the attractive factor of game raffle interactive design from high and low involved people |
| 指導教授: |
何俊亨
Ho, Chun-Heng |
| 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: | 2021 |
| 畢業學年度: | 109 |
| 語文別: | 英文 |
| 論文頁數: | 157 |
| 中文關鍵詞: | 遊戲互動設計 、儀式感 、魅力因子 、遊戲高低涉入人群 、數量化I類 |
| 外文關鍵詞: | game interactive design, game high and low involvement in the crowd, ritual, charm factor, quantification theory I |
| 相關次數: | 點閱:450 下載:0 |
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隨著電子遊戲走進大眾生活,電子遊戲已經成為很多人生活中不可或缺的一部分。遊戲互動設計(InteractionDesign)是遊戲設計師設計的産品和玩家進行行爲互動連接的重要設計環節,在互動設計中加入儀式感,可以使得玩家在體驗電子遊戲互動的過程中,增强在遊戲場景下的代入感。儀式感過程有別于其他簡潔順暢的互動體驗方式,爲增加遊戲互動的儀式感,會設定複雜的使用流程和多樣的形式來加深玩家對遊戲某個流程的印象,以激發玩家對遊戲內容産生更多情感。遊戲互動的儀式感能將玩家和遊戲之間産生更多共鳴,從而使玩家産生無法輕易割捨的情感。儀式感也常被用于傳達深層的文化內涵而設計的表現形式。
儀式感在現實生活中也頗爲常見,像是茶道、咖啡、禮盒包裝、婚禮、宗教節慶都是儀式感常出現的載體。而在遊戲中的儀式感也能加深玩家的印象,從而帶給遊戲的正向回饋。本研究將根據手機電子遊戲中有儀式感的虛擬抽獎互動環節作爲研究樣本,應用魅力工學中的評價構造法(EGM),訪談來自遊戲開發、遊戲核心玩家、遊戲設計師三個領域的遊戲達人,探討手機遊戲中的抽獎介面給玩家帶來的儀式感的魅力因子。最後用到數量化I類進行量化分析,通過討論高低涉入人群的儀式感魅力因子差異,探討儀式感對各項魅力因子之間的關係。最後得出,「遊戲核心玩家」較為看重「有文化內涵的世界觀」、「清新淡雅的界面風格」、「加深流程的意義」的儀式感魅力要素;「遊戲核心玩家」較為看重「精準細膩的反饋」、「立體寫實的美術」的儀式感魅力要素。在遊戲互動設計中,應掌握這些魅力要素,令設計更加加迎合玩家需求。
With electronic games coming into public life, electronic games have become an indispensable part of many people's life. Interaction Design is an important design link between the products designed by game designers and players' behavioral interaction. Adding rituals in the interaction design can make players experience the process of video game interaction and enhance the sense of immersion in the game scenes. The ritual process is different from other simple and smooth interactive experiences. To increase the ritual sense of game interaction, complex processes and various forms are set to deepen players' impression of a certain process of the game, so as to stimulate players to create more emotions for the game content. The ritual of game interaction can create more sympathetic response between players and the game, thus creating emotions that players cannot easily let go of. Rituals are also often used to convey deep cultural connotations in the form of expressions.
The sense of ritual is also quite common in real life, such as tea ceremony, coffee, gift packaging, wedding, and religious festivals are all common carriers of ritual. The sense of ritual in games can also deepen players' impressions and bring positive feedback to the games. In this study, we apply the evaluation grid method (EGM) in charm engineering to interview game experts from three fields: game development, game core players, and game designers to investigate the charm factor of rituals brought to players by the lottery interface in cell phone games. Finally, a quantitative analysis was conducted using quantification theory I, and the relationship between the ritualistic charm factor and the charm factor was explored by discussing the difference of the ritualistic charm factor between the high and low involvement groups. Finally, it was concluded that "core gamers" valued the ritual charm factors of "culturally connoted world view", "fresh and elegant interface style" and "deepening meaning of the process"; "core gamers" valued the ritual charm factors of "precise and delicate feedback" and "three-dimensional and realistic art". In the game interactive design, these attractive elements should be mastered to make the design better meet the needs of the players.
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