| 研究生: |
沈蓮慧 Sentani, Elizabeth Jessica |
|---|---|
| 論文名稱: |
為什麼Pokemon Go 如此流行?以使用者經驗探討 Why Pokémon Go so popular? User Experience Approach Exploration |
| 指導教授: |
劉世南
Liou, Shyh-Nan |
| 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: | 2017 |
| 畢業學年度: | 105 |
| 語文別: | 英文 |
| 論文頁數: | 135 |
| 中文關鍵詞: | 混合實境遊戲 、使用者體驗 、手機遊戲 、遊戲設計 、策略 |
| 外文關鍵詞: | Hybrid reality games, user experience, mobile games, game design, strategy |
| 相關次數: | 點閱:171 下載:18 |
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移動技術的快速發展加上快速的網路連接使其能一直保持連線狀態。其中一個成果即為透過行動裝置模糊虛實空間的混合實境遊戲快速興起。在2016年最新發布的混合實境遊戲「寶可夢」引起全世界對於混合實境遊戲的興趣,並被認為帶來行動裝置遊戲產業的新興變化。混合實境遊戲是獨特的並具有三個主要特徵:具有行動性質的活動、用戶團隊合作、以及透過結合實際空間狀態與虛擬空間,提供玩家新的手機遊戲體驗。然而,在最近的報告顯示該遊戲的使用者的快速消失,使其成為最大的損失之一。
本研究旨在透過了解寶可夢玩家安裝遊戲動機與遊戲體驗以探討影響使用者決定繼續或放棄的因素,並為將來混合實境遊戲提出更好的設計。
本研究包含兩階段的研究過程,第一階段進行探索性研究,包含文獻探討、媒體報導的內容分析、以及進行三位使用者與四位設計師的訪談。在訪談過程中,研究者進一步了解使用者與設計師的動機、混合實境遊戲特質的經驗、以及減少遊戲時間甚至於停止遊戲(寶可夢)的原因,綜合以上第一階段的資訊以設計第二階段的研究方法。第二階段為問卷調查,此問卷回收212份有效問卷,並從問卷當中分析確認第一階段得到的訊息以及探討影響遊戲與否的決定因素。
根據探索性研究與問卷確認,研究結果顯示遊戲名稱的相似度、廣告、社會影響、以及新科技為決定玩遊戲的首要動機。第二,渴望達成遊戲目標以及探索所有遊戲的可能性成為主要的遊戲動機。第三,在選擇繼續遊戲的玩家予停止遊戲的玩家之間有五個顯著的差別體驗。存在高度動機以達到目標的玩家目前都尚有參與遊戲,而具有緊張、負面影響與負面心理參與的玩家體驗則大多停止遊戲。
研究結果旨在對於玩家遊戲與安裝動機、玩家的在混合實境的遊戲體驗、以及體驗與決策的關聯度作更深入的了解。研究發現運用在為未來混合實境的遊戲設計提出更好的設計建議。
The rapid development of mobile technology and fast internet connection make it possible to always be connected. One of the result of this is the rise or hybrid reality games which blur the connection between the virtual world and physical world via mobile device. The recent release of a hybrid reality game in 2016 titled Pokémon Go make the world interested in hybrid reality game and considered as game changer in mobile game industry. Hybrid reality game is unique in nature, with three main characteristic (De Souza e Silva & Delacruz, 2006, De Souza e Silva & Sutko, 2008, De Souza e Silva, 2009) which are mobile activities, collaborative action between users, and combines the real world situation and virtual world, making new experience which may change how player see mobile game. However, recent report shows the rapid decline of the user in the game, making it one of the largest loss in number of player in three months.
This study explored users’ motivation of install and experience in playing Pokémon Go as a representative of emerging hybrid reality game. The aim of the study was to see the factors that affect user’s decision to continue or abandon and to suggest better design for future hybrid reality game design.
This research processed in two stages. The first stage is exploratory study using literature review, content analysis of the media reports, and interview to three users and four designers. In the interviews, users and designers were asked about the motivation, experience related with hybrid reality game characteristic, and reasons of reduced playtime and stop playing Pokémon Go, providing the first stage of information to design the second stage. The second stage is the survey stage with 212 respondents which will confirm the answer from stage one and see which reason affect the decision to continue or stop playing.
Integrating both exploratory and confirmatory study, firstly the result shows that familiarity of the game name, advertisement, social influence, and new technology as the reason on the first motivation in playing the game. Second, the desire to accomplish game’s goal and explore all of the possibilities of the game become the main motives in motivation to play the game. Third, there are five significant difference between player who continue playing and stop playing in the experience. Motivation to get the goal and positive affect is higher in still playing group, while tension, negative affect, and negative psychological involvement is higher in the stop playing group. This study’s contributes to the role of theory of achievement motivation in understanding the engagement of playing hybrid reality games and enriching more study of user experience in hybrid reality games field.
The study benefits from investigation of a popular hybrid game to better understanding of user’s motivation to install and play. Users’ experience in playing hybrid reality games, relationship between the experience and decision to abandon the game. Drawing on these findings empower to suggest a better design for future hybrid reality game design and development.
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