| 研究生: |
戴佳貞 Dai, Jia-Jan |
|---|---|
| 論文名稱: |
線上寵物遊戲之沉浸因素研究 The Study of the Immersed Factor for the Online Pet Game |
| 指導教授: |
陸定邦
Luh, Ding-Bang |
| 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: | 2011 |
| 畢業學年度: | 99 |
| 語文別: | 中文 |
| 論文頁數: | 178 |
| 中文關鍵詞: | 虛擬寵物 、沉浸 、魅力 、成癮 |
| 外文關鍵詞: | Virtual pet, Immersion, Attractiveness, Addiction |
| 相關次數: | 點閱:159 下載:40 |
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近年來,新型態的工作模式,改變人際關係,使得人與人之間更加疏遠。人們藉由飼養寵物陪伴自己,然而部分族群因居住環境或其他個人因素無法飼養寵物。虛擬社群的快速發展,造成線上寵物遊戲的興起,線上寵物遊戲成為未來網路遊戲的發展趨勢之一,使用者可在虛擬世界中享受飼養寵物的樂趣,並進一步達到「陪伴」的作用,不如飼養真實寵物,需耗費許多時間、空間與金錢照護。
玩樂線上寵物遊戲的過程中,使用者先透過遊戲魅力的吸引而接觸遊戲,接著因線上寵物遊戲的內容因素產生第一階段的沉浸狀態,當使用者漸漸涉入於遊戲之中,就會形成與遊戲相關的沉浸經驗,並在最後造成各種沉浸結果。而長期玩樂沉浸於遊戲之中,還可能造成使用者經由沉浸進入成癮的現象。
本研究採用沉浸(flow)理論所歸納出的沉浸因素為基礎,由文獻中所歸納出的沉浸因素發展個別訪談問卷,針對線上寵物遊戲使用者進行深度訪談,透過訪談結果擬定問卷調查之題目,針對線上寵物遊戲使用者進行大量問卷調查,分析線上寵物遊戲的魅力因素、沉浸因素與成癮因素,歸納使用者玩樂線上寵物遊戲的沉浸流程、分析成癮者與非成癮者的差異、匯整造成線上寵物遊戲魅力、沉浸與成癮之遊戲內容,做為未來遊戲設計之參考,讓更多使用者享受於遊戲之中。
本研究結果發現:(1) 線上寵物遊戲使用者確實有沉浸現象,其中「情感投射」因素及「獨特性」因素對沉浸經驗有高度影響力。(2) 非成癮者較投入於沉浸狀態中,相較於成癮者易對遊戲產生責任感及自我滿足;成癮者則較投入於成癮狀態中,且重視自遊戲獲得成就感及優越感。(3)線上寵物遊戲中「裝扮」活動對沉浸與成癮狀態都有顯著的影響力;而「拜訪好友」的遊戲內容較易產生沉浸狀態;「活動任務過關」則較易產生成癮狀態。
In recent years, new working patterns changed the human relationships and makes people more alienated. People often keep pets to meet the accompany demand. However, some people cannot keep pets due to the nurturing space constraints or personal factors. In addition, the rapid development of virtual community resulted in the rise of online pet game. The online pet games have become one of the development trends in the online game field. Users can enjoy the feeding process in the virtual pet world and further achieve the purpose of accompany. Furthermore, it is more convenient to raise an online virtual pet than keep a real pet, which needs to spend a lot of time and money to care for.
In the playing process of online pet games, users are attracted by the game attractiveness at first, and then get into the first stage of "immersion" by the game content factors. When users get involved in the game gradually, users will produce relevant immersed experiences with the game. Finally, users will get a variety of immersed results in the game. Besides, when users play the online pet game for a long time may cause the immersion state into the addiction state.
This study first summarizes some immersion factors from the flow theory as the research basis. Then the study uses these immersion factors to develop the individual interview questions, and then in-depth interviews the online pet game users. After the interview, the study utilizes the interview results to design a questionnaire for a large number of surveys. The interview and questionnaire results are used to: (1) analyze the attractiveness factors, immersion factors and addiction factors of online pet game; (2) conclude an immersion process of the online pet game; (3) compare the difference between addicts and non-addicts; (4) find out the game features which can cause the attractiveness, immersion and addiction in online pet games. All of the research results will be taken as a reference for the game designers to make more users enjoy the game.
The results of the study are as following: (1) Users really have immersed in the online pet game, and the "emotional projection" factor and the "uniqueness" factor have significant influenced the immersed experiences. (2) Compare to the addicts and non-addicts: the non-addicts easily get into the immersion state and generate a sense of responsibility and self-satisfaction in the playing process; the addicts easily bring out the addiction state and pay attention to get a sense of achievement and a sense of superiority. (3) The activity of "dress up" has a significant effect on immersion and addiction state in the game; the "visiting friends" is easier to cause the immersion state and the "going through the task" is easier to make the addiction state.
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