標題: 玩性透過自我調節對心流狀態的影響─以休閒遊戲為平台
The Influence of Playfulness on Flow State through Self-regulation: Casual Game as a Platform
作者: 陳立先
Chen, Li-Xian
孫春在
Sun, Chuen-Tsai
資訊科學與工程研究所
關鍵字: 遊戲情境;玩性;心流狀態;自我調節;自我觀察;自我評價;自我反應;Game environment;Playfulness;Flow State;Self-regulation;Self-obersvation;Self-judgment;Self-reaction
公開日期: 2008
摘要: 當個體在電腦為中介的環境之下(computer-mediated environments, CME)產生心流經驗時,可以增進學習與溝通能力、正向的情感以及電腦的使用能力等。不同的個體身處於相同的環境當中,則可能產生不同的心流狀態。過去以CME為研究環境的心流研究,都以施測中暫停或施測後來回想的方式測量心流狀態,本研究則透過本實驗室自行開發的休閒遊戲─音樂流 (Music Flow),於遊戲進行當中直接進行心流狀態的測試。 在工作與學習當中,個人的玩性可以造成滿足感及樂趣,使得人們在這過程裡,做更深入的投入。其次,在投入人機互動的過程當中時,個體是否會運用不同的自我調節機制也將影響到其心流的狀態(距離)。自我調節將個體分成自我觀察、自我評價及自我反應等三個因素影響,本研究主要研究目的分別為: 一、瞭解在遊戲情境中,不同玩性與自我調節間的各面向的關係。 二、瞭解在遊戲情境中,自我調節各面向與心流狀態的影響。 三、瞭解在遊戲情境中,自我調節在玩性和心流狀態中,扮演的角色。 本研究採用實驗相關研究法,研究樣本為國中二年級(N=266)學生,以休閒遊戲─音樂流為環境,瞭解不同玩性的學生,在經歷不同挑戰難度的遊戲情境時,如何透過在經歷遊戲時所產生的自我調節機制,造成其心流狀態(歷程)的差異。 本研究以命中率來分析玩家對於本身技能及關卡難度的自我評價能力,並從玩家在不同心流狀態所做的關卡選擇來分析玩家的自我反應,以瞭解不同玩性特徵的個體及不同自我調節機制對於產生心流的影響。在人機互動(遊戲)的過程當中,個體會產生不同程度的心流,本研究在不使玩家離開人機互動的環境之下,進行個人特質玩性對於自我調節能力產生不同心流狀態的量測。 根據本研究實驗結果分析後發現,玩性越高,其自我調節的程度會越高,而對個體的心流狀態有正向的影響,並獲致四項結論如下所列: 一、「不同玩性」對「自我調節」各面向能力有正向的影響。 二、「自我反應」對「心流狀態」經歷一段時間歷程後,會持續造成影響。 三、命中率可視為挑戰、技能及心流狀態的自我評價能力之一。自我調節能力可從遊戲資料中觀察分析。 四、不同玩性玩家透過適當的關卡選擇而進入心流狀態。
When having flow experience under computer-mediated environments, individuals are enabled to enhance their learning abilities, communicative competence, positive emotions, and capability of using computers. Howeveer, it is possible for various inviduals to go into different flow states even in the same environment. In the past, the CME-based researches on flow theory usually measure the flow states in the middle or at the end of the test. Our research, in comparison, adopts a casual game called Music Flow, which is developed by Learning Technology Lab, NCTU, to test the flow state process in the activity without interruption. Playfulness, a personal trait, can produce satisfaction and fun in both working and learning conditions and make people more immersed. Moreover, whether individuals adopt self-regulation in pursuing their goals may also affect their flow states (flow distance) especially when they are in the process of human-computer interaction. The main objectives of this reaarch are listed as follows: (1) To find the relationship between playfulness and self-regulation in the game. (2) To find the influence between self-regulation and flow state in the game. (3) To know what role self-regulation plays in the relationship between playfulness and flow state. This research aims to understand the effects on flow state caused by different degrees of playfulness and self-regulation of individuals. Using the shooting average to analyze players’ self-judgment and the selections of stage depend on flow state to analyze player’s self-reaction. In the process of human-computer interaction, individuals will present different levels of flow process. Our research will discuss in detail on players who are able to focus on human-computer interaction continuously, and approach the measurement of different flow state between playfulness (a trait of personality) and self-regulation. In this research, we take experimental method. The participants are junior high school students (N=266), and the adopted casual game is “Music Flow”. According to the experiment results, we find that the higher playfulness is, the higher self-regulation is, and ita also has positive influence on the flow state. Thus, we reach four conclusions: (1) Children’s playfulness is positively associated with self-regulation; (2) Self-reaction made in the game environment has positive influence on flow state; (3) The ability of self-judgment could be examined by the shooting average. Self-judgment ability could be analyzed from game data. (4) Self-reaction of players who have different playfulness has different influence on their flow states.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT079655520
http://hdl.handle.net/11536/43322
Appears in Collections:Thesis


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