| 研究生: |
陳信榕 Chen, Hsin-Jung |
|---|---|
| 論文名稱: |
運用感性工學於探索手機遊戲搖桿進行遊戲之體驗研究 Applying Kansei Engineering to Explore Mobile Gaming Experience in Different Types of Joystick |
| 指導教授: |
陳璽任
Chen, Hsi-Jen |
| 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: | 2020 |
| 畢業學年度: | 108 |
| 語文別: | 英文 |
| 論文頁數: | 87 |
| 中文關鍵詞: | 手機遊戲 、手機遊戲搖桿 、互動 、遊戲體驗 、感性工學 |
| 外文關鍵詞: | Mobile Game, Joystick, Interactivity, Gaming Experience, Kansei Engineering |
| 相關次數: | 點閱:101 下載:5 |
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近年來,智慧型手機已成為最大的遊戲平台。隨著智慧型手機的效能不斷地提升,不僅使手機遊戲的開發方向趨往橫向且操作複雜的遊戲,也令玩家更加重視手機遊戲的操控體驗,甚至出現了手機遊戲的專用搖桿。另外,手機遊戲市場競爭激烈,由市場現況與其收益來源可以知道提升玩家的使用意願之重要性。然而,過去的文獻多以其他遊戲平台或遊戲的設計要素作為研究目標,較少探討玩家在進行手機遊戲時的互動體驗與感受,以及驅動玩家進行遊戲的動機。但值得注意的是,藉由整理先前的研究成果可以推論,若能滿足使用者對於使用體驗的預期感受,則可以提升滿意度,進而提高使用意願。
因此,本研究邀請手機遊戲的重度玩家來參與實驗,並對玩家使用四種遊戲操控媒介來進行MOBA類手機遊戲前後的遊戲滿意度及各語彙感受的評分得點進行實驗、分析與探討。本研究目的包含: (1) 探索MOBA類手機遊戲體驗的語意空間,並應用於後續實驗;(2) 探討遊戲體驗中的各語彙感受是否會影響遊戲滿意度;(3) 探討遊戲體驗中各語彙感受之間是否會互相影響;(4) 探索玩家以各種手機遊戲操控媒介進行遊戲時影響滿意度較大的語彙,並配合訪談資料對手機遊戲搖桿提出未來的設計建議。透過觀察與分析遊戲滿意度及各語彙感受的評分得點在實際體驗前後的變化趨勢及關聯,能夠了解玩家在進行手機遊戲時的體驗感受與遊戲滿意度之間的關係。
研究結果顯示遊戲滿意度與遊戲體驗中的各語彙感受有關,透過滿足玩家對遊戲體驗中的預期感受,能夠提升遊戲滿意度;各語彙感受之間也會產生交互影響,進而推論出,若能提升遊戲操控體驗,則可以提高遊戲整體體驗及遊戲滿意度。最後,本研究配合訪談資料和分析結果對三種手機遊戲搖桿提出設計建議,例如:改善按鍵位置與功能之間的配對關係,可以提升手把式搖桿在「靈活」上的感受,並提升遊戲滿意度。此一研究流程可作為開發人機互動媒介時的參考應用。
Nowadays, smartphones have become the largest gaming platform. With the improvement of the performance of smartphones continuously, the manipulation of mobile games has gradually turned to more horizontal and complicated. It also prompted players to pay more attention to the gaming experience; even emerge various types of joystick for mobile phones. In addition, the mobile game market is highly competitive. Therefore, it is important that increase players' willingness to use. However, the previous literature mostly focused on other game platforms or game design elements as research targets and seldom discussed the interactive experience when playing mobile games, and the motivations that drive players to play games. Nevertheless, it is worth noting that by summarizing the previous research results, it can be inferred that if the user's expected experience of the user experience can be satisfied, then the satisfaction can be improved, and then escalate the willingness to use.
This research invites 38 high-involved players of mobile games to participate in the experiment. In the case of using four kinds of game control medium for MOBA mobile games, the scores of the feelings of each Kansei vocabulary and game satisfaction before and after the game are analyzed. The purpose of this research includes: (1) Explore the semantic space of MOBA mobile gaming experience and apply it to the experiments; (2) Explore whether the feelings of Kansei vocabulary will affect game satisfaction; (3) Explore whether the feelings of each Kansei vocabulary will affect each other; (4) Explore the Kansei vocabulary that has a stronger impact on the game satisfaction of players when using various mobile game control medium to play MOBA mobile games, and provide design suggestions for mobile game joysticks with the interview data. By observing and analyzing the correlation of the difference and the changing trend of the scores of each Kansei vocabulary and game satisfaction which before and after the actual experience, it is possible to understand the relationship between the feelings of Kansei vocabulary and game satisfaction.
Finally, the results of this research show that game satisfaction is affected by the feelings of each Kansei vocabulary in the gaming experience, and the three factors about Kansei vocabulary generated by Exploratory Factor Analysis (EFA) also affect each other, and it is inferred that by improving the player's game control experience, the game can be improved overall gaming experience. In addition, through this study, we are able to explore the process of using the Kansei engineering method to understand the users' control feelings and apply to the development of future human-computer interactive products and contribute to the field of human-computer interaction.
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