完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | 李俊逸 | zh_TW |
dc.contributor.author | 謝啟民 | zh_TW |
dc.contributor.author | 陳一平 | zh_TW |
dc.contributor.author | Lee, Chun-I | en_US |
dc.contributor.author | Hsieh, Chi-Min | en_US |
dc.contributor.author | Chen, I-Ping | en_US |
dc.date.accessioned | 2018-01-24T07:39:23Z | - |
dc.date.available | 2018-01-24T07:39:23Z | - |
dc.date.issued | 2017 | en_US |
dc.identifier.uri | http://etd.lib.nctu.edu.tw/cdrfb3/record/nctu/#GT070089206 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/140471 | - |
dc.description.abstract | 電子遊戲人口隨著行動平台以及網路的發展快速成長,玩家接觸遊戲的機會大幅增加,在面對廣大的遊戲人口以及大量遊戲產品競爭下,遊戲設計師必須正視玩家的滿意度。在遊戲各項機制中,記分系統是一款遊戲不可或缺的一項影響玩家滿意度的重要回饋機制,用以刺激玩家動機,指引玩家從事遊戲中的各項行為。然而若分數回饋設計不當,勢必將影響玩家對於遊戲的滿意度。因此本論文將深入探討遊戲記分系統的設計概念,試圖了解遊戲記分系統與玩家之間的關聯性。 本論文將先探討遊戲記分系統設計面向,找出記分系統的各種功能,透過問卷調查以及專家討論的方式,將資料以利用多維尺度分析法(multidimensional scaling,MDS)找出構成記分系統的設計核心面向。最後結果顯示記分系統的核心設計軸度為「察覺度」、「支配性」以及「成就性」。接著探討遊戲的滿意度與遊戲記分的關聯性,以問卷調查方式統計各種類型中滿意度高的遊戲,分析記分系統與遊戲滿意度的關聯性。結果顯示射擊、益智、運動、節奏類型的記分系統「察覺性」及「成就性」較高;角色扮演、策略類型的記分系統有較高的「支配性」;格鬥、模擬、冒險類型的記分系統「察覺度」較低,且「支配性」及「成就性」均不高。接著以半結構式訪談的方式邀請玩家分享自發行為的經驗,試圖以玩家的角度探討玩家自發行為與遊戲記分系統的關聯性,藉此了解玩家除了被動的接受分數回饋外,實際可對記分系統從事哪些無法預期的行為。結果顯示玩家對任何數值的回饋很敏感,會操弄這些數值而產生自發行為,因此遊戲設計師可嘗試提供玩家數值型的回饋機制,讓玩家產生更多自發行為以增加樂趣。最後將以行動研究檢討研究者所開發之另類實境遊戲(alternate reality game)作品「昨日的艾莉若」,從遊戲製作經驗過程中不斷的檢討及調整,最後發現分數機制的使用,可改善許多實境遊戲的缺失。此外,由於實境遊戲是自發行為的溫床,若可將玩家自發行為量化成為分數,成為遊戲的一部分,將可提高遊戲的樂趣。研究最後提出建構自發記分系統(emergent game scoring system)之建議,預期未來將可發展一套能夠讓玩家自行定義分數規則並賦予分數新的意義的記分系統。 | zh_TW |
dc.description.abstract | Advances in mobile platforms and the internet have enormously increased the gaming population, and people have significantly more opportunities to come into contact with electronic games. With the vast gaming population and intense competition in game products, game designers must deal with the satisfaction of game players. Among the various mechanisms in games, scoring systems are an indispensable feedback mechanism that greatly influences game player satisfaction. Scoring systems motivate game players and influence their every action in the game. Poor score feedback designs are bound to affect their satisfaction, so with this in mind, we conducted an in-depth investigation of the design concepts of scoring systems in games to understand the connection between scoring systems and game players. We first examined the design aspects of scoring systems to identify their various functions. Via questionnaire survey and discussion with experts, we analyzed our data using multidimensional scaling (MDS) to identify the core design aspects of scoring systems. The final results indicated that the core design dimensions of scoring systems are perceivability, controllability, and relation to achievement. We then studied the correlation between game scores and gameplay satisfaction. Using a questionnaire survey, we gather statistics regarding various games that bring great satisfaction to game players and analyzed the relationship between scoring systems and gaming satisfaction. The results revealed that the scoring systems of shooting, puzzle, sports, and rhythm-based games have higher perceivability and relation to achievement; those of role-playing and strategy games display higher controllability; those of fighting, simulation, and adventure games have lower perceivability and only moderate controllability and relation to achievement. Next, we conducted a semi-structured interview in which game players shared their experiences regarding emergent behavior. In this manner, we attempted to divulge the connection between the emergent gaming behavior of game players and the scoring systems of games from the perspective of game players and understand what unpredictable actions game players may actually take on scoring systems aside from passively accepting the score feedback. The results revealed that game players are sensitive to any type of numerical feedback and display emergent gaming behavior to manipulate these numbers. Thus, game designers can try providing game players with numerical feedback mechanisms to produce more emergent gaming behavior and make the game more fun. Finally, we employed action research to investigate Eleanor of Ayer, an alternate reality game developed by the researcher. After numerous reviews and adjustments, we found that the use of scoring mechanisms can make up for many shortcomings in alternate reality games. Moreover, alternate reality games are hotbeds for emergent gaming behavior. If the emergent gaming behavior of game players could be quantified into scores in the game, it would greatly increase the fun of gameplay. At the end, we put forward some suggestions for developing emergent game scoring systems, which can facilitate the development of scoring system in which game players can make their scoring rules and give scores new meaning. | en_US |
dc.language.iso | zh_TW | en_US |
dc.subject | 遊戲記分系統 | zh_TW |
dc.subject | 遊戲滿意度 | zh_TW |
dc.subject | 記分設計面向 | zh_TW |
dc.subject | 自發記分系統 | zh_TW |
dc.subject | game scoring system | en_US |
dc.subject | gameplay satisfaction | en_US |
dc.subject | score design aspects | en_US |
dc.subject | emergent game scoring system | en_US |
dc.title | 遊戲記分系統設計研究 | zh_TW |
dc.title | Studies on the Scoring System of Game | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 應用藝術研究所 | zh_TW |
顯示於類別: | 畢業論文 |