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研究生: 陸智豪
Lu, Zhi-Hao
論文名稱: Apple Watch中遊戲化設計與運動成效的關聯
The Correlation Between Gamification Design and Exercise Performance in Apple Watch
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: 2022
畢業學年度: 110
語文別: 英文
論文頁數: 133
中文關鍵詞: 遊戲化設計習慣灰色系統灰關聯分析Apple Watch
外文關鍵詞: Gamification Design, Habits, Gray System Theory, Gray Relational Analysis, Apple Watch
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  • 在過去十年裡,人們逐漸對社會心理學中「習慣性行為」這一主題重視起來。關於如何使習慣概念化存在爭議,專家和學者們認為,習慣是通過逐步加強的動機和執行行動的聯繫而獲得的,在一致情況下重複行為會逐漸增加這種情況時行為的自動性。
    過去國內相關運動科技與運動訓練的研究多為增加活動量、心跳率、運動處方、飲食教育等有關之項目上,幾乎沒有議題探討智慧穿戴式裝置產品的介入與運動成效的影響。然而近年來成長趨勢顯著的遊戲化設計在智慧穿戴式裝置中更是體現了相當有成效的激勵效果。縱觀智慧穿戴式裝置的發展,它帶給使用者包括裝飾性、健康輔助等功能並非生活剛需,卻能讓使用者更輕鬆地掌控自己的生活習慣。
    因此,本研究將探究Apple Watch中遊戲化設計與運動成效的關係來建立運動成效模型,透過蒐集和篩選遊戲化設計的手法、遊戲化元素所具備的激勵因子以及習慣的定義並加以統整,在一致情況下進行重複健身行為的實驗,找出遊戲化設計中能夠激勵使用者健身的遊戲化動力。本研究以廣泛運用在績效評估預測模型的灰色理論作為研究方法,通過對Subject的自陳測量,採用問卷形式及面對面訪談分析遊戲化設計中動機對於行為執行的影響程度,研究結果顯示,在核心動力「Avoidance」的引導下,黑帽效果主導運動時間,白帽效果主導運動消耗及運動目標;其中八大遊戲化核心動力對運動消耗的關聯度最高,表示遊戲化動力對運動消耗影響最大,因此客觀預測遊戲化動機與運動消耗的影響力,結果預測遊戲化動力能夠提升運動消耗,進而促進使用者運動行為的自動性。

    In the past decade, the topic of "habitual behavior" in social psychology has attracted wide attention. There is controversy about how habits are conceptualized. Experts and scholars hold that habits are acquired through a gradually strengthened link between motivation and executive action, and repetition of behavior in consistent situations will gradually increase the automaticity of behavior in such situation.
    Traditionally, the research on exercise science and technology and exercise training in China has mostly focused on increasing the volume of activity, heart rate, exercise prescription, diet education and other related items, while there are few topics to explore the intervention of smart wearable devices and the impact of exercise effectiveness. In recent years, the significant growth trend of gaming design precisely reflects the quite effective incentive effect in smart wearable devices. Throughout the development of smart wearable devices, the functions it brings to users, including decoration and health assistance, are not rigid needs of life, but enable users to control their living habits more easily.
    Therefore, the study will explore the relationship between gamification design and exercise effectiveness in Apple Watch, and then an exercise effectiveness model will be established. Subsequently, this study will conduct experiments on repetitive fitness behaviors under consistent conditions by collecting and screening gamification design techniques, motivating factors possessed by gamification elements, and definitions of habits, so as to find out the gamification motivation in gamification design that can motivate users to exercise. Based on the Grey System Theory, which is widely used in the prediction model of performance evaluation, this study analyzes the influence of motivation on behavior execution in gamification design by means of questionnaire and face-to-face interviews. The results show that under the guidance of core motivation "avoidance", the black hat effect dominates the exercise time, while the white hat effect dominates the motion consumption and the motion target, among which the eight gamification core motives have the highest correlation with the exercise consumption, indicating that gamification power has the greatest impact on exercise consumption. This suggests that the influence of gamification motivation and exercise consumption can be objectively predicted, and it is predicted that gamification motivation can improve exercise consumption, and then promote the automaticity of users' movement behavior.

    摘要 i SUMMARY ii ACKNOWLEDGEMENTS iv TABLE OF CONTENTS v LIST OF TABLES ix LIST OF FIGURES xi CHAPTER 1 INTRODUCTION 1 1.1 Research background and motivation 4 1.1.1 The lifestyle of young ethnic groups in Taiwan 5 1.1.2 The positive impact of gamification on changing health and exercise habits 6 1.2 Research purpose 6 CHAPTER 2 Literature RevieW 8 2.1 Definition of Habit 8 2.2 Gamified traits 8 2.3 The relationship between smart wearable devices and health 10 2.4 Grey Theory System 11 CHAPTER 3 Research Methods and Procedures 14 3.1 Research methods and processes 14 3.1.1 Grey Relational Analysis 14 3.1.2 GM(1,1) model 16 3.2 Experimental samples 17 3.2.1 Case study of gamification elements for Apple Watch 18 3.2.2 Apple Watch's Gamified octagonal model analysis 21 3.2.3 Experimental subjects 24 3.2.4 Experimental tools 24 3.2.5 Experimental content and steps 25 CHAPTER 4 ANALYSIS AND DISCUSSION 26 4.1 Experimental results 26 4.1.1 The relational between gamification motivation and total movement time 28 4.1.2 The relational between gamification motivation and exercise consumption 30 4.1.3 The relational between gamification motivation and the achievement rate of exercise goals 31 4.2 Analysis and discussion of experimental results 33 4.3 The specific performance of gamification motivation in exercise 34 4.3.1 The performance of gamification motivation in exercise time 37 4.3.2 The performance of gamification motivation in exercise consumption 38 4.3.3 The performance of gamification motivation in achievement rate of exercise goals 39 4.4 The analysis of the impact of gamification design on users 41 4.5 Build an exercise performance model 45 CHAPTER 5 CONCLUSION 51 5.1 Research Conclusions on The Relationship between Gamification Motivation and Exercise Performance 51 5.2 Research Conclusions on The Relationship between Gamification Motivation and The Subjects' Psychological Feelings 54 5.3 Research Conclusions on Gamification Motivation and User Habit Intensity 55 5.4 Research Limitations and Recommendations 55 REFERENCES 57 Appendix A 中文論文 62 第1章   緒論 63 1.1   研究背景與動機 66 1.1.1  台灣年輕族群的生活型態 67 1.1.2  遊戲化對於改變健康與運動習慣的積極影響 68 1.2  研究目的 71 第2章   文獻探討 72 2.1  習慣的定義 72 2.1.1  行為動機 72 2.1.2  需求層級理論(Maslow’s hierarchy of needs) 74 2.1.3   維持行為 75 2.2  遊戲化特質 76 2.2.1  遊戲化設計 77 2.2.2  遊戲化元素 78 2.2.3  遊戲化與遊戲機制 80 2.3  穿戴式設備的歷史演進 82 2.4  灰色理論系統 84 第3章   研究方法與步驟 88 3.1   研究方法與流程 88 3.1.1  灰關聯分析(Grey Relational Analysis) 89 3.1.2  GM(1,1)model 91 3.2  實驗樣本 92 3.2.1  針對Apple Watch之遊戲化元素案例分析 92 3.2.2  Apple watch的遊戲化八角模型分析 96 3.2.3  實驗對象 99 3.2.4  實驗工具 99 3.2.5  實驗內容及步驟 99 第4章   分析與探討 101 4.1  實驗結果 101 4.1.1  遊戲化動力與總運動時間的關聯度 104 4.1.2  遊戲化動力與運動消耗的關聯度 105 4.1.3  遊戲化動力與運動目標達成率的關聯度 107 4.2  實驗結果分析與討論 109 4.3  遊戲化動力在運動方面的具體表現 111 4.3.1  遊戲化動力在運動時間上的具體表現 113 4.3.2  遊戲化動力在運動消耗上的具體表現 115 4.3.3  遊戲化動力在目標達成率上的具體表現 116 4.4  遊戲化設計對使用者影響之具體分析 117 4.5  建構運動成效模型 120 第5章   結論 126 5.5 遊戲化動力與運動成效關聯之研究結論 126 5.6 遊戲化動力與受測者心理感受關聯之研究結論 128 5.7 遊戲化動力與使用者習慣強度之研究結論 129 5.8 研究限制及建議 130 Appendix B 實驗問卷 131

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