標題: 擴增實境遊戲影響使用者行為與自我效能之研究
The Impact of The Augmented Reality Game on User Behavior and Self-efficacy
作者: 張絲凡
李俊德
Chang, Ssu-Fan
Lee, Jim-Jiunde
傳播研究所
關鍵字: 舒適圈;物理舒適圈;習慣;自我效能;遊戲;行為改變;擴增實境;Augmented Reality;Game;Self-efficacy;Comfort Zone;Habits;Behavioral Change
公開日期: 2016
摘要: 科技的背後潛藏著能帶來說服效果的影響力,這種「說服科技(Persuasive Technology)」的力量得以讓使用者的態度和行為帶來改變。擴增實境具備說服科技的力量,且能透過其虛實混合的特性來巧妙地讓使用者感受到自身、真實物理環境、與虛擬資訊之間的關聯性,並以此提升對人們的說服性影響力,若是能以人們的日常生活為主題來應用,便能讓人們的生活行為能夠透過擴增實境互動體驗而改變,進而影響人們的生活方式。人們生活中充斥著種種固習,形成了人們習以為常的生活模式,然而這樣的既有規則卻導致了兩種可能的情況:壞習慣的延續、或停留原地的成長遲滯;固習之間不分好壞地相互影響,並隨著這些固習的行為而影響了生活空間的物件陳設,讓人們生活的物理環境形成一種物理舒適圈(physical comfort zone),並且反過來鞏固了人們傾向於安逸、逃避壓力與改變現況的心理舒適圈(comfort zone)狀態。但舒適圈要如何改變呢?舒適圈理論認為,人們需要進行某些行為,來使自身面對新挑戰的壓力,以離開舒適圈、進入學習成長圈(learning/ growth zone);本研究基於人們普遍難以自主地離開舒適圈的現象,研究者透過本研究發展出一款擴增實境遊戲測試雛形,以分布式認知理論為背景理論,將人們於日常生活模式中和物理舒適圈環境互動的情境結合進遊戲的情境裡,透過遊戲的形式來友善地導引人們產生行為上的改變,進而提升其自我效能(self- efficacy)程度,作為人們未來在未來持續面對挑戰、學習,以走出舒適圈、改變生活模式的動力。 本研究分為三大階段,第一階段為資料蒐集階段,此時研究者蒐集一款已成熟且風行的《妖怪手錶》遊戲的使用者心智模型(mental model),並從而彙整出概念模型(conceptural model)作為參照,且對年齡層落在成年期早期(18~30歲)的使用者族群進行脈絡訪查;第二階段則依據前期所得資料結合理論概念,研究者發展出一款名為《宅妖養成》的擴增實境遊戲測試雛形;最後的實驗階段便以此測試雛形對受試者進行實驗室的前後測試,觀察其在體驗過此遊戲測試雛形後的自我效能參數是否有差異,並結合部分受試者的深度訪談資料了解相關因素。實驗結果顯示,受試者們在受試後的自我效能強度、難度、抗壓性、推演性四面向上均有顯著提升,研究者依照實驗所得的數據結果及深訪資料彙整出影響受試者自我效能提升之因素,以作為未來相關研究發展的建議。 關鍵字:舒適圈、物理舒適圈、習慣、自我效能、遊戲、行為改變、擴增實境
Persuasive Technology is designed with an intent to change attitudes and behaviors of users, and augmented reality technology has been suggested as a promising solution to initiate behavior change. Through the feature of overlaying virtual information on the physical environment, augmented reality can magnify the connection between self, virtual information and physical world to enhance the influence of persuasion. When applying the theme of everyday life into augmented reality, it may bring changes to users’ daily behaviors and shape their lifestyles. Inherent habits of human build one’s mode of living, while these habits generally hold people back, to the detriment of their development, and bad habits stay. Furthermore, these inherent habits can influence the physical arrangement of one’s living space, which constructs a physical comfort zone and in that regard consolidates one’s spiritual comfort zone where people tend to stay easy and unchanged. According to Comfort Zone Model, when faced with new challenges, individuals need action to energize themselves to get out of their comfort zone and enter learning/ growth zone. Comfort zone is considered as the design rationale, this research develops an AR game testing prototype based on the framework of Distributed Cognition Theory, combining one’s daily mode of living with interactions within its physical comfort zone as the context of the game. Through playing the game, users are motivated to make some behavioral changes and enhance their self-efficacy. There are three stages in this research. At the first stage, a conceptual model of the game <Yo-Kai Watch>, is generated through its players’ mental models. Contextual inquiry is adopted to collect novice young adults’ (18-30) data, personas and working models are constructed based on the results. The second stage, integrating first-stage data into the framework of Distributed Cognition Theory, an AR game testing prototype, House Monsters, is developed for the following experiment. The last stage, a before-and-after test is conducted to compare subject’s levels of self-efficacy in the experiment. Four dimensions of self-efficacy: magnitude, strength, generality and endurance show significantly increased after the experiment. Factors affecting self-efficacy are deduced from analyses and in-depth interviews, some suggestions are also provided for future research. Keywords: Augmented Reality, Game, Self-efficacy, Comfort Zone, Habits, Behavioral Change
URI: http://etd.lib.nctu.edu.tw/cdrfb3/record/nctu/#GT070159109
http://hdl.handle.net/11536/143007
Appears in Collections:Thesis