標題: | 探討遊戲成就系統對玩家遊玩方式的短期影響 The short-term influence of game achievement system on player gameplay |
作者: | 李家諺 孫春在 Lee, Chia-Yen Chuen-Tsai Sun 資訊科學與工程研究所 |
關鍵字: | 成就系統;數位遊戲;遊玩方式;Achievement System;Digital Games;Gameplay |
公開日期: | 2017 |
摘要: | 在現今,遊戲的應用方式已和以往大不相同,遊戲已漸漸地融入了我們的生活中;使用者透過遊戲不僅可以享受到樂趣,也能利用遊戲來幫助學習,多數的研究也證實將數位遊戲應用在學習上是具有許多益處的,而成就系統所帶來得正回饋即是主因之一。
現代遊戲與傳統類型遊戲差異甚大的原因之一,即是現代遊戲有足夠的資料能夠瞭解玩家有興趣的方向,而其中之一就是成就系統,成就系統具有累積性與歷時性,能夠記錄玩家遊玩遊戲至今的各項紀錄,但也需要玩家玩得夠久,其成就系統的累積性才會顯得更有意義,而大型多人線上遊戲(MMORPG, Massively Multiplayer Online Role-Playing Games)也被戲稱為Never Ending Game,正是成就系統最好發揮的地方。成就系統就像是遊戲中的另外一種目的,它可以和遊戲的主要玩法完全不相關,但卻能夠吸引無數的玩家,換句話說,它能夠激勵玩家在遊戲中繼續進行活動,延長遊戲的壽命,讓玩家體會更多以往體會不到的遊戲內容。
本研究利用玩家遊戲中的成就系統資料,定義及觀察玩家的遊玩方式。從結果得知,成就系統的確會影響玩家的遊玩方式,除此之外,成就系統可以扮演一個幫助玩家釐清自己是何種遊玩方式之玩家的工具。在最後,本研究也從結果提出一些現有研究未考慮的面向,期望為成就系統增添更多發揮空間。 In present time, the applied methods of games are different from before. Games are getting into our lives gradually. The players can not only have fun but also learn something via games. Many studies have shown that there are many benefits if we can apply digital games to our study, and the positive feedback which was brought from achievement systems is one of the main reasons. The one main difference between modern games and traditional games is the achievement system. Achievement system has the characteristics of accumulation and diachronic, which can remember the players' records, and that is why modern games can have enough data to analyze every players. If the players play much more time, than the accumulative characteristic of achievement system makes more sense. MMORPG (Massively Multiplayer Online Role-Playing Games), which is also known as "Never Ending Game", which is the best place to achievement systems. Achievement system is just like another goal when playing games, it can be totally irrelevant to the main gameplay, however, it can attract lots of players. In other words, achievement system can encourage players to keep playing the games, extending the lifespan of the games. In addition, it can let players experience much more different game contents. This study makes use of the data from achievement system in the game to define and observe the ways the players play. We found that achievement systems can change the ways the players play indeed. In addition, achievement system can play the role to help players know which kind of gameplay do they belong to. At last, this study also proposes some aspects that current research doesn't consider. We expect that achievement systems will have much better prospects in the future. |
URI: | http://etd.lib.nctu.edu.tw/cdrfb3/record/nctu/#GT070456140 http://hdl.handle.net/11536/141777 |
Appears in Collections: | Thesis |