Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 王偉存 | en_US |
dc.contributor.author | Wang, Wei-Tsun | en_US |
dc.contributor.author | 孫春在 | en_US |
dc.contributor.author | Sun, Chuen-Tsai | en_US |
dc.date.accessioned | 2014-12-12T01:52:01Z | - |
dc.date.available | 2014-12-12T01:52:01Z | - |
dc.date.issued | 2010 | en_US |
dc.identifier.uri | http://140.113.39.130/cdrfb3/record/nctu/#GT079855536 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/48272 | - |
dc.description.abstract | 遊戲的回饋提供玩家訊息來了解遊戲、了解自己,因此回饋機制的設計將影響了玩家的自我評估與思考過程,而不同的玩家又會有不同的反應,這些過程將影響玩家的遊戲經驗,致使玩家對遊戲產生不同的情感。然而,遊戲設計者若僅基於過往經驗來設計遊戲回饋機制以迎合大多數玩家的喜好,則並不是每位玩家都能認同遊戲設計者的設定而得到最佳的遊戲經驗。因此本研究認為遊戲設計者應針對遊戲類型及玩家特性,提供不同類型的回饋。 本研究以音樂節奏遊戲為平台,探討在玩家與遊戲互動下,提供「立即回饋」與「摘要回饋」對玩家自我調節歷程的影響,並觀察其遊戲表現、遊戲學習歷程與心流經驗的程度。本研究發現玩家需要「立即回饋」來幫助其於行為與結果之中建立連結,讓玩家更容易產生控制感以幫助遊戲表現,比起「摘要回饋」更容易提升其學習效果。實驗結果也發現自我調節者能透過自我調節的歷程中,展現自己的韌性,於遊戲情境中取得技能與挑戰的平衡,自成目標經驗並全神貫注於其中,進一步獲得心流體驗。 | zh_TW |
dc.description.abstract | Digital Games provide players with feedback to understand the game rules and themselves. Therefore, the design of feedback will affect the self-assessment and the thinking process of players. Nonetheless, different players will have different reactions to same information which result a difference in game experience and draw different feelings. However, if game developers design feedback mechanism which is based on past experience, trying to fit the preference of majority rather than every player, not everyone will enjoy the game and get best experience. A rhythm game is designed as a tool in this paper, trying to figure out how immediate feedback and summary feedback affect flow experience and game performance through self-regulation. According to the experiment results, immediate feedback is needed to help players construct the connection between actions and outcomes to improve game performance comparing to summary feedback. The results also demonstrate that individual with higher degrees of self-regulation will have better flexibility in the process of controlling themselves. They are capable of balancing their skill and challenge to arrive at flow state. | en_US |
dc.language.iso | zh_TW | en_US |
dc.subject | 遊戲 | zh_TW |
dc.subject | 回饋 | zh_TW |
dc.subject | 自我調節 | zh_TW |
dc.subject | 心流 | zh_TW |
dc.subject | 遊戲經驗 | zh_TW |
dc.subject | 音樂節奏遊戲 | zh_TW |
dc.subject | Game | en_US |
dc.subject | Self-regulation | en_US |
dc.subject | Feedback | en_US |
dc.subject | Player Experience | en_US |
dc.subject | Flow | en_US |
dc.subject | Rhythm Games | en_US |
dc.title | 遊戲回饋機制對玩家自我調節與遊戲經驗的影響─以音樂節奏遊戲為例 | zh_TW |
dc.title | The influence of feedback in games on player's self-regulation and gaming experience: a study for rhythm games | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 資訊科學與工程研究所 | zh_TW |
Appears in Collections: | Thesis |
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