| 研究生: |
謝明倫 Hsieh, Ming-Lun |
|---|---|
| 論文名稱: |
遊戲化策略於擴展街區關係人口的數位設計 ——發想蝸牛綠洲 The Gamification Design for Expanding Relation Population in the Neighborhood as Digital Placemaking: the Prototype of Snail Oasis |
| 指導教授: |
陳明惠
Turner, Ming |
| 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: | 2023 |
| 畢業學年度: | 111 |
| 語文別: | 英文 |
| 論文頁數: | 123 |
| 中文關鍵詞: | 遊戲化 、關係人口 、數位科技 、街區創生 |
| 外文關鍵詞: | Gamification, Relation Population, Digital Placemaking |
| 相關次數: | 點閱:115 下載:17 |
| 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 |
本研究提出一遊戲化設計「蝸牛綠洲」 (Snail Oasis),意在提升非居民對台南蝸 牛巷的了解與初步興趣,並促進其對參與地方事務的意願,進而討論以遊戲化設計擴 展地方關係人口的可能。台南蝸牛巷自 2018 年經政府街區改造計畫後,如今為知名觀 光景點,然而當年設置的裝置藝術因屬一次性計畫,缺乏後續人力、經費維護,導致 衰敗。為增加巷弄人力、經費資源,吸引非當地居民的關係人口是可能的作法。
本研究包含實作與研究兩個步驟。首先依遊戲化相關文獻討論,以台南蝸牛巷 為背景,提出設計「蝸牛綠洲」(Snail Oasis),以吸引使用者對當地興趣,並和當地店 家合作,透過折扣、舉行地方相關活動或產品吸引參與。並以此案例為基礎,透過問 卷和半結構訪談進行使用者研究。研究回收 38 份問卷,以使用者投入量表(User Engagement Scale)和遊戲化相關問題變項,作為後續訪談的資料。半結構訪談 5 位使 用者,包含 4 位非居民與 1 位當地店家,討論遊戲化設計的效果,並補充設計對地方 可能造成的衝擊,及使用者對該設計的看法與意願。
結果顯示「蝸牛綠洲」的遊戲化設計能促進使用者的外部動機以造訪當地,發 現使用者在投入地方事務時的務實考量和「歸屬」內部動機(Relatedness),也說明實 地造訪體驗的工作坊較產品更能吸引非居民參與。研究結果發現當地店家和利益關係 人的支持,在數位遊戲化設計虛實整合的重要性,因為其是在遊戲化體驗後,維持關 係人口與地方之關聯的重要角色。本研究提出此案例作為整合數位遊戲化和實體社造 策略的可能方法,也說明設計對地方造成的可能衝擊與考量。
This research proposed the gamification design for elevating people’s interests in Snail Alley and therefore has intentions to join local affairs to discuss the possibility to expand the relation population through gamification design. Snail Alley is a famous tourist destination in Tainan after the governmental placemaking project in 2018. However, the neighborhood now lacks human resources and money to maintain those installation arts because of the one-off project. Therefore, it is possible to gather other resources from non-residents to contribute to the place as human or money resources.
This research has two phases. First, this research proposed the gamification design Snail Oasis based on previous discussions on gamification and digital placemaking. In the second phase, the user study was conducted through questionnaires and semi-structured interviews. The research got 38 respondents from the questionnaire for coming out semi-structured interview questions through UES-SF (User Engagement Scale Short-Form) and gamification- related inquiries. After that, 5 participants were interviewed to supplement the discussions on users’ perceptions and possible hazards to the place within the gamification effects of the design.
The results showed that Snail Oasis can motivate users’ extrinsic motivations through gamification design and elicited users’ practical consideration and Relatedness intrinsic motivation while devoting themselves to the place. The research highlighted the importance of local stores and relative stakeholders to support the digital gamification design since they were who build the relations after the gaming experiences in the first place. This research illustrated the possible gamification strategies to cooperate with physical placemaking strategies and discussed the potential challenges to the place.
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