標題: 旁觀者的心流:探討遊戲經驗與參與動機對遊戲旁觀者的心流經驗之影響
The Flow of Onlookers in Digital Gaming – The Effect of Game Experience and Participation Motivation on
作者: 周臻麟
孫春在
Chou, Chen-Lin
Sun, Chuen-Tsai
理學院科技與數位學習學程
關鍵字: 遊戲經驗;參與動機;旁觀者;心流經驗;Game experience;participation motivation;onlookers;flow
公開日期: 2016
摘要: 過去許多年來數位遊戲的研究多是著重於探討玩家在數位遊戲過程中的行為及樂趣,特別是,玩家的心流是經常被討論的部份。而本研究中主要針對觀看玩家玩遊戲的旁觀者,並透過其遊戲經驗及參與動機這兩項因素來探討對於心流經驗的差異。本研究利用一款休閒益智遊戲《小鱷魚愛洗澡》來做為實驗工具,以13-15歲的國中生作為研究樣本,並隨機將其分成旁觀者與玩家來進行實驗,最後透過問卷的方式來了解其遊戲經驗、參與動機及心流經驗。研究結果顯示: 1.在觀看此遊戲時,有玩過《小鱷魚愛洗澡》的旁觀者其心流經驗明顯高於只有看過但沒玩過的旁觀者。 2.在觀看此遊戲時,沒有玩過也沒有看過《小鱷魚愛洗澡》的旁觀者,其心流經驗明顯高於只有看過但沒有玩過的旁觀者。 3.在觀看此非即時性遊戲時,不同遊戲類型偏好(即時性V.S.非即時性)的旁觀者,其心流經驗沒有顯著差異。 4.在觀看此遊戲時,學習動機為主的旁觀者,其心流經驗明顯高於社會互動動機的旁觀者。
In the past, many researches involving digital games mainly focus on players’ game behaviors and fun. Particularly, the players’ flow is often used to discuss these behaviors. In this study, the researcher focus on the onlookers who watch players play games beside them. The main goals is to investigate the effects of onlookers’ game experience and participation motivation on their flow during watching the games. The study took a casual game, Where's My Water, as the experiment tool. Our sample consisted of 155 students between the ages of 13 and 15 in a junior high school located in northern Taiwan. All of the participants were randomly divided into the onlookers or players. Three questionnaires involving game experience, participation motivation and flow were used in this study. Our results indicate (a)During watching the used game beside a player, the flow of onlookers who played the game were significantly higher than those who just watched other people played the games. (b)During watching the used game beside a player, the flow of onlookers who did not played and watched the game were significantly higher than those who just watched other people played the games. (c)During watching the used non-real-time game beside a player, there is no significant difference among the onlookers who have different preference of game types (real-time V.S. non-real-time) on flow. (d)During watching the used game beside a player, the flow of onlookers with higher learning motivation were significantly higher than those who with higher social-interaction motivation.
URI: http://etd.lib.nctu.edu.tw/cdrfb3/record/nctu/#GT070352826
http://hdl.handle.net/11536/143466
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