标题: | 以玩家生理讯号为基础的游戏历程与乐趣分析 Gameplay and Fun Analysis Based on Player’s Physiological Signals |
作者: | 龙明志 Lung, Ming-Chih 孙春在 Sun, Chuen-Tsai 资讯学院资讯学程 |
关键字: | Valence-Arousal;心流理论;玩家生理讯号;Valence-Arousal;Flow Theory;Player's Physiological Signals |
公开日期: | 2010 |
摘要: | 本研究旨在于建立一个客观的游戏乐趣评估模式,其实验方法主要建立在“Valence-Arousal模型(V-A model)”与“心流理论(Flow Thoery)”之上,心流是个人完全投入的的一种状态,当心流发生时会同时伴随有高度兴奋及充实的感觉。 实验数据的撷取分为:1.Arousal数值以滑鼠内藏感测器所测得心跳值计算得之。2.Valence数值以对玩家表情的愉悦程度观察得之。二数据的取得皆以不干扰玩家且活动内量测的方式进行,藉由V-A model的二维值,给予乐趣值的标定,再以乐趣值为Y轴及时间X轴,绘制出乐趣曲线,以此作为游戏中乐趣的的评估模式。本研究的实验设计采用Web game (Flash)休闲游戏,主要在玩家玩游戏期间的乐趣曲线演变来作探讨,研究假设以乐趣曲线的转折数、乐趣指数的加总及心流发生次数,三个面向来研究与游戏乐趣的关系。 本研究结果显示,上述三面向皆与玩家主观的乐趣感受达显着正相关,尤其以乐趣曲线转折数相关性最高(r=0.447**),其次是乐趣指数的加总(r=0.325*),再其次为心流发生次数(r=0.314*)。此结果证明,游戏的乐趣与挑战的节奏起伏有关。 The purpose of this study is to establish an objective assessment model of fun in game, the experimental method is based on “Valence-Arousal model" and "Flow Theory". Flow is the state in that a person puts his or her heart and soul into something, it occurs simultaneously when one reaches a high level of excitement and sense of fulfillment. Raw data is collected with the following methods: (1) Arousal data is acquired with a sensor module built in the mouse, the module is to measure and calculate heart rate. (2) Valence data acquired by observed expression of the player's pleasure level. All data acquisition activities do not interfere with the player, they are in-activity measurements. The principle model employs a two-dimensional V-A model to give the value of fun. We draw a time-based fun curve for the assessment model of fun. In this study, we use a Flash web game for our experiment. We focus on the player's curve of fun during the game. Research hypothesis is discussed in three aspects with player's subjective feeling: (1) Number of turning on the fun curve, (2) Total fun value, (3) Level of flow experience. The results show that all three aspects have significant positive correlation with players subjective feeling. The highest related item is the number of turning on the fun curve (r=0.447**), followed by the sum of the total fun value (r=0.325*), and level of flow experience (r=0.314*). The results show that the player's subjective feeling is related to the rhythm of challenge. |
URI: | http://140.113.39.130/cdrfb3/record/nctu/#GT079879516 http://hdl.handle.net/11536/48879 |
显示于类别: | Thesis |
文件中的档案:
If it is a zip file, please download the file and unzip it, then open index.html in a browser to view the full text content.