Title: 玩興、心流過程和團體效能對線上遊戲玩家之心流經驗的影響
The Influence of Playfulness, Flow Process and Group Efficacy on Flow Experience of On-line Game Player
Authors: 張維琪
Wei-Chi Chang
孫春在
Chuen-Tsai Sun
理學院科技與數位學習學程
Keywords: 心流經驗;心流過程;玩興;團體效能;多人線上遊戲;flow experience;flow process;playfulness;group efficacy;Massively Multiplayer Online Game
Issue Date: 2007
Abstract: 摘要 本研究主要探討多人線上遊戲情境中,線上遊戲玩家的玩興、心流過程及團體效能對心流經驗的影響。 實驗設計以國小高年級共168名玩家為樣本,多人線上遊戲為情境,分組進行多人線上遊戲的團體競賽。每位玩家都經歷六關卡挑戰程度不同的團體競賽,以了解不同玩興的玩家,其心流經驗的表現。並探討遊戲過程中,玩家的心流過程及團體效能,對心流經驗的影響。最後分析量化資料,並輔以個案訪談的質化資料,以深入探究多人線上遊戲玩家的遊戲之樂。 研究發現: 玩家的「玩興」和「心流狀態」無顯著相關。玩家的「團體效能」對「心流狀態」有正向的影響。此外經由探討「心流過程」及「心流狀態」的歷程中,發現心流理論已不足以解釋本研究線上遊戲玩家的遊戲之樂,因此需擴大Csikszentmihalyi(1990)心流理論的說法,除了要擴充Csikszentmihalyi(1990)所著重的技能和挑戰的投入面向,還要包含探討沉浸及互動面向。 本研究支持了Buckingham (2006)所提出的遊戲之樂三面向,且在最終建構出本研究的遊戲之樂架構。本研究提出多人線上遊戲之玩家的遊戲之樂有三面向,沉浸(immersion)、投入(engagement) 及互動(interaction)面向,但沉浸及互動面向要以投入面向為基礎,才能繼續將遊戲之樂轉向沉浸及互動面向。
Abstract This study aims to discuss the effects of playfulness, flow process, and group efficacy on the flow experience of online game players during the Massively Multiplayer Online Game. The experiment was conducted with a sample of 168 online game players, who are elementary school senior graders, and under the scenario of Massively Multiplayer Online Game with group competitions. Each player had to pass 6 different challenges in the group competition, in order for this study to learn about the flow experience of players with different playfulness. This study also discussed the effects of flow process and group efficacy on the flow experience during the game. It analyzed quantified data, accompanied with qualified data from interviews, to probe into the fun of players in Massively Multiplayer Online Game. The findings are as follow: The playfulness and flow state of the players have no significant relationship.The group efficacy has positive effect on the flow state. The analysis of flow process and flow state showed that the flow theory is insufficient to explain the fun of the online game players in this study. Therefore, this study extended the flow theory proposed by Csikszentmihalyi (1990), when discussing the fun of Massively Multiplayer Online Game , besides further probing into the engagement aspect of skills and challenges emphasized by Csikszentmihalyi (1990), the aspects of immersion and interaction also need to be discussed. This study supported the three elements of the fun proposed by Buckingham (2006). Lastly, the structure of the fun of the game players was proposed .This study proposed three aspects of the fun of Massively Multiplayer Online Game include immersion, engagement, and interaction. Immersion and interaction are based on engagement to convert the fun to immersion and interaction.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT009573522
http://hdl.handle.net/11536/39966
Appears in Collections:Thesis


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