Title: | 從思考風格探討-一般桌上遊戲與數位桌上遊戲的互動策略-以卡坦島為例 Exploring the general table game and digital table game interactive strategy from thinking styles - Catan |
Authors: | 陳文烽 Chen, Wen-Fen 孫春在 Sun, Chuen-Tsai 理學院科技與數位學習學程 |
Keywords: | 互動策略;桌上遊戲;思考風格;interactive strategy;table games;thinking style |
Issue Date: | 2013 |
Abstract: | 桌上遊戲在台灣的發展越來越蓬勃,而因為桌上遊戲的盛行,許多桌上遊戲開始以數位化包裝,在許多數位平台上,如PS3、XBOX、電腦,甚至目前流行的智慧型手機上,都可以見到其蹤跡。桌上遊戲的數位化,將是未來桌上遊戲發展的趨勢之一,因此,對於數位桌上遊戲的認識與教學也開始放入自己在學校的桌遊社團教學的一部份,然而數位化桌遊真得可以達到與一般桌上遊戲的效果,特別是互動層面與樂趣層面上,這值得進一步探究。 本研究依據Bandura(1997)所提出三元交互論:認為個人、行為、環境三者之間,具有相互影響的可能。研究以思考風格切入,探討桌上遊戲中互動策略使用頻率、互動策略效益的評估與思考風格之間的關聯性,並加以深入去探討數位化桌上遊戲對互動策略、策略效益與遊戲喜愛度所帶來的改變。 選擇熱門的桌上遊戲:卡坦島(Catan),作為研究工具,以一所國中社團學生為對象,研究過程採單組前測後測的前實驗法,藉由量測玩家(學生)行政、立法、司法三種功能型思考風格的作為研究變項,來檢驗互動策略、互動策略效益的關聯性,此外透過桌上卡坦島與數位卡坦島對比,來檢驗兩者在互動策略選擇、互動策略效益與遊戲喜愛度上的差異,藉此了解數位化對桌上遊戲所帶來的影響。 而根據研究結果與討論發現,思考風格對於卡坦島的互動策略或互動策略效益並沒有顯著性的相關性。遊戲情境的不同,可能才是影響互動策略差異或互動效益成效的原因。而對比桌上卡坦島與數位卡坦島,則發現在不同情境下,玩家部份互動策略使用情況會發生改變,同時互動策略效益也發生改變,唯獨對遊戲喜愛度,並沒有顯著差異。 Table game is increasingly prosperous in Taiwan. Because of its popu-larity, many types of table game have been digitally wrapped. This phenome-non can be seen on many digital platforms, such as PS3, XBOX, PC, and even the smartphone. One of the future trends in the development of table games will be its digitalization. Meanwhile, the understanding and teaching of digital table games have become a part of the activities of school club. However, can the digitized table game really have the same effect as the general table games, especially on the aspects of interaction and fun? This is a question that is worthy to be investigated. Based on Albert Bandura’s (1997) idea of triadic reciprocal determinism, which suggested that there may be a mutual influence between the personal factors, behavior, and environment., this research aims to discuss the relation between the interactive strategy the frequency of use and the assessment of effectiveness of interactive strategy and the style of thinking in table game and to analyze the changes that digital table game has brought to the interac-tive strategy, the effectiveness of strategy and the fondness of table game. This research takes the popular table game, Settlers of Catan, as case study, with numbers of students from a table game club of a junior high school as its research object. The research uses the single-group pretest-posttest experi-mental design and takes the executive, legislative and judicial styles of thinking of the players (students) as research variables to test the relation of iii interactive strategy and interaction strategy effectiveness. Besides, through the comparison between the table and digital Settlers of Catan, it examines the difference among between them in the interaction strategy choices, interaction strategy effectiveness and the fondness of game to reflect the impact of digi-talization on table game. This research finds that the thinking style has no significant influence on the interactive strategy and the effectiveness of interactive strategies of the table game Settlers of Catan. The context of game may be the cause to the difference in the interactive strategies and effectiveness of interactive strate-gies. The comparison between the table and digital Settlers of Catan shows that, in different contexts, the players may adjust some of their interactive strategies, meanwhile the effectiveness of interaction strategy may also change accordingly. But there is no apparent difference in the fondness of game. |
URI: | http://140.113.39.130/cdrfb3/record/nctu/#GT070052831 http://hdl.handle.net/11536/72326 |
Appears in Collections: | Thesis |
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