簡易檢索 / 詳目顯示

研究生: 劉祐傑
Liu, Yu-Chieh
論文名稱: 以聯合分析探討遊戲設計與多元元素接受度
Exploring Game Design and Acceptance of Diversity,Equity and Inclusion Elements through Conjoint Analysis
指導教授: 侯建任
Hou, Jian-Ren
學位類別: 碩士
Master
系所名稱: 管理學院 - 工業與資訊管理學系
Department of Industrial and Information Management
論文出版年: 2026
畢業學年度: 114
語文別: 中文
論文頁數: 64
中文關鍵詞: 電子遊戲多元共榮(DEI)MDA 框架聯合分析遊戲設計玩家行為
外文關鍵詞: Video Games, Diversity, Equity, and Inclusion (DEI), MDA Framework, Conjoint Analysis, Game Design, Player Behavior
相關次數: 點閱:87下載:6
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 隨著電子遊戲產業的蓬勃發展,其市場規模與文化影響力逐漸上升。近年來,為了回應全球人口結構的變遷以及企業社會責任(CSR)的要求,將多元共榮(Diversity,Equity, and Inclusion,DEI)元素導入遊戲設計與行銷策略,已成為產業界的重要趨勢。然而,在推動DEI的過程中,部分產品因未能妥善平衡設計理念與玩家體驗,引發了諸如覺醒即破產(Go Woke, Go Broke)的社群反彈與市場爭議,顯示出開發者在推動進步價值與滿足玩家偏好之間面臨著設計的兩難。
    為解決上述問題,本研究旨在探討如何在維持玩家接受度與產品品質的前提下,有效地將DEI元素融入遊戲設計之中。在文獻探討部分,本研究引入MDA(Mechanics,Dynamics, Aesthetics)遊戲設計框架,將抽象的 DEI 概念解構為具體的「機制」設計,如角色創建系統、無障礙選項。以及「美學」體驗,如敘事共鳴、文化探索,藉此釐清設計元素對玩家沉浸感之影響。
    在研究方法上,本研究採用聯合分析法(Conjoint Analysis),將遊戲設計要素,如角色身分、敘事風格、互動機制,與產品屬性進行組合,以量化方式測量玩家在面對多個產品屬性時的真實偏好結構與相對重要性。
    本研究透過客觀的數據分析,獲得以下幾項重要發現:在整體偏好上,玩家對DEI元素的接受度高度取決於設計方式,玩家最重視機制與動態層面的「玩家的選擇會影響劇情」與「NPC或夥伴的多樣性選擇」,而對「劇情反映現實社會議題」偏好程度顯著較低。
    其次,在人口統計變數的分群上,本研究發現群體特質會對偏好產生顯著差異。女性玩家基於對多元元素的高度包容性,對除了玩家的選擇會影響劇情的其餘三項屬性的接受度皆顯著高於男性;在年齡的分群方面,年輕族群(0-40歲)由於對虛擬世界中自我延伸與認同的需求較強烈,對角色可以自己設計與創造的偏好顯著高於年長族群(40歲以上)。
    此外,本研究進一步以玩家的價格知覺與DEI認同程度高低進行分群並進行分析,結果顯示,價格知覺與DEI認同的高低對於屬性的選擇有顯著的影響。高價格知覺玩家對所有屬性皆展現全面性的偏好,顯示豐富的遊戲設計能有效提升玩家對於DEI元素的接受程度;而高DEI認同玩家則單一且顯著地追求探討社會議題的敘事體驗,凸顯其藉由遊戲敘事尋求價值觀契合的心理需求。
    本研究率先結合MDA框架與聯合分析法,不僅為遊戲DEI設計提供量化實證的學術貢獻,亦為開發商在履行社會責任與維持市場競爭力之間,提供了具體且精準的設計策略。

    This study explores how video game developers can effectively integrate Diversity, Equity, and Inclusion (DEI) elements into game design without triggering community backlash (e.g., "Go Woke, Go Broke"). Based on the MDA framework, abstract DEI concepts are deconstructed into tangible game design attributes. Employing Conjoint Analysis, this study quantitatively measures players' actual preference structures. The results indicate that player acceptance heavily depends on the implementation approach. Players prioritize "player choices affecting narratives" and "NPC diversity," while showing a lower preference for "narratives reflecting social issues." Demographic segmentation reveals that female players and younger demographics (under 40) exhibit higher acceptance for diverse attributes and character customization, respectively. Furthermore, players with high price perception favor comprehensive game designs, whereas those with high DEI identification uniquely pursue social issue narratives. This study provides empirical strategies for developers to balance corporate social responsibility with market competitiveness.

    摘要 I 誌謝 VI 目錄 VII 表目錄 X 第一章 緒論 1 1-1 研究背景 1 1-2 研究動機 1 1-3 研究目的 2 1-4 研究流程 3 第二章 文獻探討與假說建立 5 2-1 電子遊戲產業與設計框架和元素 5 2-2 多元共榮(DEI)的發展及應用 7 2-3 DEI 於遊戲設計的應用與挑戰 8 2-4 聯合分析 10 第三章 研究方法 13 3-1 聯合分析問卷設計方法 13 3-2 屬性定義和水準操作 13 3-3 屬性篩選前測問卷設計與結果 16 3-4 聯合分析問卷設計 17 3-5 資料分析方法與工具 21 第四章 資料分析 23 4-1 敘述性統計分析 23 4-2 聯合分析結果 25 4-3 變項群體內的比較 26 4-4 本章小結 30 第五章 結論與討論 32 5-1 結果討論 32 5-2 學術應用 32 5-3 實際應用與管理意涵 33 5-4 研究限制與未來建議 34 5-5 研究結論 35 參考文獻 36 附錄 問卷內容 42 前測問卷內容 42 正式問卷內容 46

    4Gamer. (2024, September 6). Concord: Introduction and developer insights. https://www.4gamer.net/games/709/G070961/20240906057/
    Abrantes Ferreira, D., Gonçalves Avila, M., & Dias de Faria, M. (2010). Corporate social responsibility and consumers' perception of price. Social Responsibility Journal, 6(2), 208-221.
    Alpha Plus. (2023). The past, present, and future of DEI development.https://alphaplus.pro/tw/news/show.aspx?num=256
    Aizaki, H., & Nishimura, K. (2008). Design and Analysis of Choice Experiments Using R: A Brief Introduction. Agricultural Information Research, 17(2), 86–94. https://doi.org/10.3173/air.17.86
    Arsel, Z., Crockett, D., & Scott, M. L. (2022). Diversity, Equity, and Inclusion (DEI) in the Journal of Consumer Research: A Curation and Research Agenda. Journal of Consumer Research, 48(5), 920–933. https://doi.org/10.1093/jcr/ucab057
    Asioli, D., Næs, T., Øvrum, A., & Almli, V. L. (2016). Comparison of rating-based and choice-based conjoint analysis models. A case study based on preferences for iced coffee in Norway. Food Quality and Preference, 48, 174–184. https://doi.org/10.1016/j.foodqual.2015.09.007
    Baker, A. C., Larcker, D. F., McCLURE, C. G., Saraph, D., & Watts, E. M. (2024). Diversity Washing. Journal of Accounting Research, 62(5), 1661–1709. https://doi.org/10.1111/1475-679X.12542
    Beach, A. A., & Segars, A. H. (2022). How a values-based approach advances DEI. MIT Sloan Management Review, 63(4), 25-32.
    Belman, J., & Flanagan, M. (2010). Designing games to foster empathy. International Journal of Cognitive Technology, 15(1), 11.
    Birk, M. V., & Mandryk, R. L. (2018). Combating Attrition in Digital Self-Improvement Programs using Avatar Customization. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 1–15. https://doi.org/10.1145/3173574.3174234
    Campbell, C., Sands, S., McFerran, B., & Mavrommatis, A. (2025). Diversity representation in advertising. Journal of the Academy of Marketing Science, 53(2), 588-616.
    Cavalcante, A. (2020). Tumbling into queer utopias and vortexes: Experiences of LGBTQ social media users on Tumblr. In LGBTQ Culture (pp. 77-97). Routledge.
    Cerezo-Pizarro, M., Revuelta-Domínguez, F. I., Guerra-Antequera, J., & Melo-Sánchez, J. (2023). The cultural impact of video games: A systematic review of the literature. Education Sciences, 13(11), 1116.
    Chess, S., & Shaw, A. (2015). A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity. Journal of Broadcasting & Electronic Media, 59(1), 208–220. https://doi.org/10.1080/08838151.2014.999917
    Cole, H., & Griffiths, M. D. (2007). Social Interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior, 10(4), 575–583. https://doi.org/10.1089/cpb.2007.9988
    Dickey, M. D. (2011). Murder on Grimm Isle: The impact of game narrative design in an educational game-based learning environment: MOGI: Impact of game narrative. British Journal of Educational Technology, 42(3), 456–469. https://doi.org/10.1111/j.1467-8535.2009.01032.x
    Fabio Duarte (2026, January 13). How Many Gamers Are There? (New 2025 Statistics). (2025, March 28). Exploding Topics. https://explodingtopics.com/blog/number-of-gamers
    Federoff, M. A. (2002). HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES.
    Ferraro, C., Hemsley, A., & Sands, S. (2023). Embracing diversity, equity, and inclusion (DEI): Considerations and opportunities for brand managers. Business Horizons, 66(4), 463-479.
    Gee, J. P. (2004). What video games have to teach us about learning and literacy (1. paperback ed). Palgrave Macmillan.
    Gill, G. K., McNally, M. J., & Berman, V. (2018, September). Effective diversity, equity, and inclusion practices. In Healthcare management forum (Vol. 31, No. 5, pp. 196-199). Sage CA: Los Angeles, CA: SAGE Publications.
    Green, P. E., & Rao, V. R. (1971). Conjoint Measurement for Quantifying Judgmental Data. Journal of Marketing Research, 8(3), 355. https://doi.org/10.2307/3149575
    Green, P. E., & Srinivasan, V. (1990). Conjoint Analysis in Marketing: New Developments with Implications for Research and Practice. Journal of Marketing, 54(4), 3–19. https://doi.org/10.1177/002224299005400402
    Hair, J. F. (Ed.). (2010). Multivariate data analysis: A global perspective (7. ed., global ed). Pearson.
    Hamari, J., Hanner, N., & Koivisto, J. (2017). Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play games. International Journal of Information Management, 37(1), 1449–1459. https://doi.org/10.1016/j.ijinfomgt.2016.09.004
    Hocking, C. (2009). Ludonarrative dissonance in Bioshock: The problem of what the game is about. Well Played, 1, 255–260.
    Hou, J.-R., Li, Y.-H., & Kankham, S. (2025). The service attributes of robo-advisors: A choice-based conjoint analysis. Information Technology & People, 38(1), 338–362. https://doi.org/10.1108/ITP-04-2023-0375
    Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research.
    Ip, B. (2011). Narrative Structures in Computer and Video Games: Part 1: Context, Definitions, and Initial Findings. Games and Culture, 6(2), 103–134. https://doi.org/10.1177/1555412010364982
    Kang, H., & Kim, H. K. (2020). My avatar and the affirmed self: Psychological and persuasive implications of avatar customization. Computers in Human Behavior, 112, 106446. https://doi.org/10.1016/j.chb.2020.106446
    Lange, B. P., Wühr, P., & Schwarz, S. (2021). Of Time Gals and Mega Men: Empirical Findings on Gender Differences in Digital Game Genre Preferences and the Accuracy of Respective Gender Stereotypes. Frontiers in Psychology, 12, 657430. https://doi.org/10.3389/fpsyg.2021.657430
    Lichtenstein, D. R., Ridgway, N. M., & Netemeyer, R. G. (1993). Price perceptions and consumer shopping behavior: a field study. Journal of marketing research, 30(2), 234-245.
    Louviere, J. J., Hensher, D. A., Swait, J. D., & Adamowicz, W. (2000). Stated Choice Methods: Analysis and Applications (1st ed.). Cambridge University Press. https://doi.org/10.1017/CBO9780511753831
    Luce, R. D., & Tukey, J. W. (1964). Simultaneous conjoint measurement: A new type of fundamental measurement. Journal of Mathematical Psychology, 1(1), 1–27. https://doi.org/10.1016/0022-2496(64)90015-X
    Newzoo. (2025). How did the global games market reach $182.7B in 2024—and what's next?https://newzoo.com/resources/blog/global-games-market-update-q2-2025
    Núñez Alfaro, V., & Chankov, S. (2022). The perceived value of environmental sustainability for consumers in the air travel industry: A choice-based conjoint analysis. Journal of Cleaner Production, 380, 134936. https://doi.org/10.1016/j.jclepro.2022.134936
    Ong, A. K. S., Prasetyo, Y. T., Libiran, M. A. D. C., Lontoc, Y. M. A., Lunaria, J. A. V., Manalo, A. M., Miraja, B. A., Young, M. N., Chuenyindee, T., Persada, S. F., & Perwira Redi, A. A. N. (2021). Consumer Preference Analysis on Attributes of Milk Tea: A Conjoint Analysis Approach. Foods, 10(6), 1382. https://doi.org/10.3390/foods10061382
    Paternoster, R., Brame, R., Mazerolle, P., & Piquero, A. (1998). USING THE CORRECT STATISTICAL TEST FOR THE EQUALITY OF REGRESSION COEFFICIENTS. Criminology, 36(4), 859–866. https://doi.org/10.1111/j.1745-9125.1998.tb01268.x
    Pounders, K., & Mabry-Flynn, A. (2016). Consumer Response To Gay And Lesbian Imagery: How Product Type And Stereotypes Affect Consumers’ Perceptions. Journal of Advertising Research, 56(4), 426–440. https://doi.org/10.2501/JAR-2016-047
    Rebualos, R. A., Prasetyo, Y. T., Ayuwati, I. D., & Persada, S. F. (2022). Customer Preferences for Online Games: A Conjoint Analysis Approach with Market Segmentation. 2022 6th International Conference on Software and E-Business, 33–39. https://doi.org/10.1145/3578997.3578998
    Sattler, H., & Hartmann, A. (2008). Commercial Use of Conjoint Analysis. In M. Höck & K.-I. Voigt (Eds.), Operations Management in Theorie und Praxis (pp. 103–119). Gabler. https://doi.org/10.1007/978-3-8350-5581-0_6
    Shaw, A. (2012). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14(1), 28–44. https://doi.org/10.1177/1461444811410394
    Shelley, B. (2001). Guidelines for developing successful games. Retrieved June 25, 2013, from https://www.yumpu.com/en/document/read/6119942/guidelines-for-developing-successful-games-lake-city-high-
    Sharma H. How short or long should be a questionnaire for any research? Researchers dilemma in deciding the appropriate questionnaire length. Saudi J Anaesth. 2022 Jan-Mar;16(1):65-68. doi: 10.4103/sja.sja_163_21. Epub 2022 Jan 4. PMID: 35261591; PMCID: PMC8846243.
    SIG Top Ten,Being more accessible doesn’t have to be difficult. With a bit of smart design we can we can make a big difference to people’s lives, reach wider audiences, and improve the experience for all players.https://igda-gasig.org/how/sig-top-ten/
    Smith, R., & Decker, A. (2016). Understanding the impact of QPOC representation in video games. 2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT), 1–8. https://doi.org/10.1109/RESPECT.2016.7836164
    Taylor, M. J., McCormick, D., Shawis, T., Impson, R., & Griffin, M. (2011). Activity-promoting gaming systems in exercise and rehabilitation. The Journal of Rehabilitation Research and Development, 48(10), 1171-1171.
    The Journal of Rehabilitation Research and Development, 48(10), 1171. https://doi.org/10.1682/JRRD.2010.09.0171
    The Father of the Video Game: The Ralph Baer Prototypes and Electronic Games:Video Game History.https://www.si.edu/spotlight/the-father-of-the-video-game-the-ralph-baer-prototypes-and-electronic-games/video-game-history
    Wang, L., Xu, Y., Lee, H., & Li, A. (2022). Preferred product attributes for sustainable outdoor apparel: A conjoint analysis approach. Sustainable Production and Consumption, 29, 657–671. https://doi.org/10.1016/j.spc.2021.11.011
    Worthen, M. G. F. (2013). An Argument for Separate Analyses of Attitudes Toward Lesbian, Gay, Bisexual Men, Bisexual Women, MtF and FtM Transgender Individuals. Sex Roles, 68(11–12), 703–723. https://doi.org/10.1007/s11199-012-0155-1
    李保宜、何淑君、許惠媚 (2020) 。從服務設計觀點探討數位遊戲之玩家需求與遊戲設計供給之落差。電子商務學報,22:1 2020.06[民109.06] , 1-28。

    下載圖示
    校外:立即公開
    QR CODE