Title: 角色設定與遊戲者人格特質相關性
Correlation between game character design and gamers' personality traits
Authors: 溫千慧
莊明振
Chuang, Ming-Chuen
應用藝術研究所
Keywords: 五大人格特質;Facebook 遊戲;pet society;角色意象;Five Factor Model;Facebook games;pet society;character image
Issue Date: 2011
Abstract: 在以往網路遊戲的研究中,大多針對遊戲者的使用習慣、遊戲介面或風格、 遊戲中的社交情形等進行研究,較少提及遊戲者的人格特質與創建角色的相關性。 也未比較遊戲者本身與他人意象認知的落差。近年來社群網路遊戲興起,遊戲角 色身為遊戲者的代理人,地位也越顯吃重。本研究將他人意象認知導入,依照不 同族群,與遊戲者本身的認知交叉比對,證明了遊戲者的認知落差確實存在。除 此之外,本研究也探討了角色定位、角色性別設定現象與遊戲者性別、人格特質、 角色意象等等的相關性。研究分兩階段進行,第一階段蒐集遊戲者的人格特質量 表、對自己創建寵物的意象評分並繳交寵物照片、回答寵物性別、定位等問題, 第二階段則委請另一批受調者對第一階段的寵物圖片進行意象評分,將之交互比 較,統計分析的結果簡述如下: 依據所蒐集之人格特質量表得分,將遊戲者分為(1.)內向拘謹型、(2.)穩定認 真型、(3.)開放外向型和(4.)散漫多愁型。並將所有的意象形容詞縮減為四項因子: (1.)評價性因子、(2.)活動性因子、(3.)智慧性因子與(4.)KUSO 因子。評價性因子 包含友善、正義、沉穩、可愛、整潔且規矩等意象,活動性因子帶有獨特、強悍、 新潮、活潑的意象,智慧性因子則有聰明的意象。 將四種人格特質族群與寵物意象自評、他評得分交叉比對發現:整體而言, 在意象得分傾向方面,所有的遊戲者在創建遊戲角色的時候,都較不希望評價性 因子與活動性因子是負向的。內向拘謹型的遊戲者較傾向創造出活動性、KUSO 因子較低的寵物,穩定認真型則較傾向評價性高的寵物,開放外向型則以活動性、 智慧性與KUSO 性為最高,散漫多愁型的遊戲者,則較傾向創建活動性、智慧性 與KSUO 因子低的寵物。在寵物意象的認知差異上,以內向拘謹型的遊戲者所創 建的寵物為最小,散漫多愁型為最大。顯示散漫多愁型的遊戲者,最常創建出與 他人意象認知不同的寵物。 在遊戲角色的性別設定現象與定位上,有較多的女性的遊戲者會創建出反性 的角色。而反性現象也會對KUSO 因子產生顯著影響,男性遊戲者若扮演男性, 則最傾向創建出KUSO 的寵物,男性遊戲者扮演女性則較傾向創建出正經的寵物。 至於遊戲角色的定位方面,開放外向型的遊戲者對創造幻想角色的傾向最為明顯, 而穩定認真型的遊戲者則有較高的機率將創建的角色視為同伴般看待。
Previous online‐game research has mostly focused on gamers’ habits, interface design and style of games, and the social scenarios in the games, only little on the correlation between gamers’ personality traits and the game characters they create, hardly on the comparison on image perception from gamers themselves to others. With the rise of social online games in recent years, it has been more significant that the game character became a representative of the gamer in the game world. In our research, in order to proof of the existence of perceptual differences on game character image between gamers and others, we have conducted a cross‐comparison on character image perception among different user groups. Besides, the correlations between role position, character’s gender setting and gamers’ gender, personality traits and role image were studied in this research. The study was divided into two phases, where in the first phase we interviewed gamers with FFM personality survey, and collected the photos, information about the gender and role position of the pet characters they created in the Pet Society game of Facebook. We also asked each gamer to rate the image of the pet created by himself. In the second phase, we had another batch of participants to rate the image of pet photos from the first phase. After the cross‐comparison, the results from the statistical analysis are shown as below: According to the result of the FFM personality survey, gamers can be divided into 4 types which are (1) introverted‐cautious type; (2) calm‐hardworking type; (3) extroverted‐enthusiastic type and (4) excursive‐sentimental type. And the adjectives of image perception can be summarized into four main factors which are (1) right side factor; (2) active factor; (3) smart factor and (4) Kuso factor. Right side factor includes images such as friendly, righteous, calm‐steady, cute, neat and organized. Active factor consists of unique, tough, fashionable, and vivacious and the smart factor includes smart and witty image. The results from the cross‐comparison of the self‐evaluation and others’ evaluation on the pet image created by gamers of the four personality types have shown that almost all the gamers do not expect the right side factor and active factor of the game character they created to be negative. It is found that while the gamers of introverted‐cautious types tend to create their pets with negative image in active factor and Kuso factor, pets created by gamers of calm‐hardworking types are expected to have right side image. Besides, gamers of extroverted‐enthusiastic type want created their pets with active, smart and Kuso image. On the contrary, gamers of excursive‐sentimental type don’t want their pets to show these images. There is the least image perception difference among the pets created by gamers of introverted‐cautious type and the most among the ones created by gamers of excursive‐sentimental type. The findings suggested that gamers of excursive‐sentimental iii type often created pets with expected image others do not recognize with. Regarding the character gender setting, there are more female gamers who tend to create characters with opposite gender. It is shown that gender switching has a significant effect on image of Kuso factor, that is to say if a male gamer plays a male role, a Kuso pet would most likely be created, whereas if he plays a female role, he would tend to create a relative serious pet. In the aspect of role position setting, it is the most obvious that gamers of extroverted‐enthusiastic type may create their pets as fantasy roles, whereas gamers of the calm‐hardworking type are likely to treat their characters as companions.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT079642503
http://hdl.handle.net/11536/43136
Appears in Collections:Thesis