標題: | 電腦遊戲設計對使用者遊玩經驗與行為的影響 Exploring the Effects of Computer Game Design on Users Gaming Experience and Behaviors |
作者: | 溫明輝 Wen, Ming-Hui 許尚華 Hsu, Shang-Hwa 工業工程與管理學系 |
關鍵字: | 電腦遊戲;使用者經驗設計;沉迷;computer games;user experience design;addiction |
公開日期: | 2008 |
摘要: | 本研究之目的在提出一以使用者為中心的電腦遊戲設計架構,並分就兩個研究主題探討電腦遊戲設計對使用者遊玩經驗與行為的影響。研究一主題為電腦遊戲設計特徵對玩家挑戰感經驗的影響,主題二探討玩家遊戲經驗對玩家沉迷行為的影響。
具體而言,研究主題一嘗試探討策略遊戲的設計特徵如何讓玩家產生挑戰感的感覺。此研究假設兩個電腦遊戲設計特徵—「可用資訊」與「可用資源」會影響遊戲的困難程度進而改變玩家的挑戰感經驗。此研究以玩家的心智負荷與體能負荷來做為玩家遊戲難度的指標。一共有45位大專院校學生參與了這個3 x 3的組間因子設計實驗。本研究的研究測量變數包括玩家的心智負荷、體能負荷與挑戰感經驗。分析的結果指出,可用資訊會影響到玩家的心智負荷進而影響玩家的挑戰感;可用資源則會透過影響玩家的體能負荷進而影響玩家的挑戰感。本研究也發現,玩家心智負荷和體能負荷兩個中介變項,和挑戰感經驗呈現倒U字型的關係,亦即挑戰感的設計應當提供玩家適當的工作負荷,過高或過低的負荷都不能讓玩家產生高的挑戰感經驗。
研究主題二嘗試了解玩家的遊戲經驗如何導致玩家沉迷行為的發生。我們透過建立一個包含11個使用者經驗因素的模型,來完整表達線上遊戲使用者經驗。本研究透過線上問卷的方式來收集玩家的遊戲經驗與其沉迷的程度,除此之外,本研究也同時收集玩家的性別與遊戲習性(每日遊戲小時數/每週遊戲天數)。在樣本方面,一共有418位平均年齡介於18到25歲的大專院校學生參加此線上研究。在結果分析方面,本研究透過迴歸分析,以11個玩家經驗元素為自變項,玩家沉迷程度為依變項。結果發現,好奇性、角色扮演、歸屬感、責任感與報償等五個因素能夠被用來顯著的預測玩家的沉迷行為。本研究也根據這五個顯著的影響變數推論其可能形成玩家沉迷的原因。除此之外,我們也分別從設計的角度與教育的角度提出防治沉迷行為的建議。 This research proposed a user-centered framework for computer game design. Based on the framework, we conducted two studies to explore the effects of computer game design on players experience and behaviors. Study one focused on exploring the effects of computer game design features on player gaming experiences and study two concentrated on investigating the effects of player experiences on addictive behavior. Specifically, study one examines how to make a player feel more challenged in a strategic computer game. It is hypothesized that information availability and resource advantage affect play difficulty, which in turn affects the challenge experienced. The difficulty of play can be defined in terms of the mental workload that players experience and the physical effort that players exert. Forty-five male college and graduate students participated in a 3 x 3 (information availability x resource advantage) between-subjects factorial design experiment. This experiment measured player mental workload, physical effort, and challenge. The results indicate that information availability affects player mental workload, and resource advantage affects levels of player physical effort, respectively. Moreover, the relationship between the two workload and challenge was found to be an inverted U-shaped curve; in other words, too much or too little mental workload may decrease player challenge. Study two attempts to understand how users gaming experience cause addictive behaviors. We first developed a complete model that includes eleven factors to represent users’ experience in MMORPGs. After that, we design a questionnaire to measure users experience and level of addiction. User demography information, including gender and game playing habits, was also collected. Four hundred and eighteen college students aged 18 to 25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. Results reveal five critical factors that can be used to predict MMORPG addiction. This study also discusses possible casual mechanisms for increasing college students’ level of addiction. |
URI: | http://140.113.39.130/cdrfb3/record/nctu/#GT009233805 http://hdl.handle.net/11536/77137 |
顯示於類別: | 畢業論文 |