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研究生: 劉育青
Liou, Yu-Cing
論文名稱: 兒童社會性之遊戲模式研究
A Study of Children’s Social Play Patterns
指導教授: 鄧怡莘
Deng, Yi-Shin
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: 2015
畢業學年度: 103
語文別: 英文
論文頁數: 59
中文關鍵詞: 兒童遊戲模式玩家互動數位媒材開放式遊戲場
外文關鍵詞: Children, Play Patterns, Players Interaction, Digital Material, Playground
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  • 玩遊戲是維持良好情緒與心理健康的關鍵。尤其是兒童自發性的玩耍,對孩童的平衡發展至關重要。本研究作者提出一個專為孩童設計的數位遊樂場提案,其設計目的為讓兒童身處開放式的遊戲環境,促進玩伴之間的社交互動並一起探索與創造屬於自己的新遊戲。
    實驗過程中,兒童與玩伴的遊戲模式將是研究觀察重點。研究者期望藉由數位媒材的輔助,兒童能受到啟發而建立屬於自己的玩法,並且增加玩伴之間遊戲互動型態,又能促使兒童進行團體遊戲。有關開放式數位遊戲素材之設計,本研究提出研究問題如下:兒童如何使用數位媒材來創造自己的遊戲?數位媒材如何影響兒童在遊戲場玩遊戲時的互動行為?
    通過迭代設計方法,初始設計原型將提供七到十一歲兒童一起進行團體遊戲。經過實地測試與訪談,在開放式的數位遊戲環境裡,漸進式的改變遊戲顯示參數,有助於孩童專注於新玩法的發想,並能增加玩伴之間的互動頻率,延長遊戲體驗。

    Play is at the heart of emotional wellbeing and mental health. Child-initiated play in particular is critical to the balanced development of children. The major purpose of the study is creating a play environment for children that support both structured and free play.

    To assess the core values of the study, it mainly focused on two major concerns, how do children use digital play material to create their own games, how digital playground impacts children’s play patterns and social interaction between children? This research followed an iterative design approach, the prototype development has gone through two iterations for playtesting.

    During playtesting, the action and conversation of 12 children age 7 to 11 has been observed and analyzed. Throughout the qualitative data analysis, projection with gradually changed parameters of display contents has supported the social play and interaction between players in the development of new game structure process.

    中文摘要 I ABSTRACT II ACKNOWLEDGEMENT III TABLE OF CONTENTS V LIST OF TABLES VII LIST OF FIGURES VIII Chapter 1: Introduction 1 1.1 Background 1 1.2 Motivations and Objectives 2 1.3 Issues 3 1.4 Limitation and Scopes 4 1.5 Outline of Thesis 5 Chapter 2: Literature review 6 2.1 Overview of Child Development and Play Concepts 6 2.1.1 Middle Childhood (7-11 years) 6 2.1.2 Play Path 9 2.1.3 Social Play and Cognitive Play 10 2.1.4 Player Interaction Patterns 17 2.1.5 Play Experiences 19 2.2 Playground Design 20 2.2.1 Open-Ended Play 21 2.2.2 Social Play 22 Chapter 3: Methodology 24 3.1 Study Design 24 3.2 Prototyping 25 3.2.1 First Concept: Tangible Interactive Playground 25 3.2.2 Second Concept: Projection Wall 26 3.2.3 Third Concept: Projection Floor 27 3.3 Play Testing 29 3.4 Data Collection Methods 31 3.4.1 Play Observations 31 3.4.2 In-Depth Interviewing 31 3.5 Data Analysis Methods 32 3.5.1 The KJ Method 32 3.5.2 Video Analysis 33 Chapter 4: Results 35 4.1 Tangible Interactive Playground 35 4.2 Traditional Playground Game Enhanced by Digital Projection 36 4.2.1 Session 1: Tag 36 4.2.2 Session 2: Tag with Invented Rules 37 4.2.3 Session 3: Tag with Wall Projection 38 4.3 Consecutive Play with Digital Projected Floor 39 4.3.1 Play with Display Mode 1 40 4.3.2 Play with Display Mode 2 41 4.3.3 Play with Display Mode 3 42 4.4 Observation of Player Interaction Patterns 43 Chapter 5: Discussion 47 5.1 How children’s play behavior change over time through consecutive play session? 47 5.1.1 From Tag to Tag with Invented Rules 47 5.1.2 From Tag with Invented Rules to Tag with Wall Projection 48 5.1.3 From Display Mode 1 to Mode 2 49 5.1.4 From Display Mode 2 to Mode 3 50 5.2 What’s the interaction patterns of children when they play in the digital playground? 51 5.3 Discuss Methodological Difficulties Affecting the Results 53 Chapter 6: Conclusion 54 6.1 Key Findings 54 6.2 Future Direction 56 REFERENCES 58

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