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題名:線上寵物玩家之沉浸經驗與友伴關係之研究
作者:李佳穎 引用關係
作者(外文):Elena CarolinaLi
校院名稱:國立成功大學
系所名稱:工業設計學系
指導教授:陸定邦
學位類別:博士
出版日期:2016
主題關鍵詞:動機沉浸友伴關係線上寵物線上遊戲motivationflowcompanionshiponline petonline game
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由於玩家透過遊戲互動與線上遊戲中的角色建立關係,因此許多玩家與遊戲角色建立了友伴關係。為了與遊戲角色建立長期的互動關係,玩家必須願意持續玩樂遊戲。其中,遊戲動機是影響玩家選擇玩樂何種遊戲的關鍵因素;沉浸經驗則是影響玩家願意持續玩樂遊戲的重要因素。然而,線上遊戲中的遊戲動機、沉浸經驗與友伴關係三者間之關係、以及沉浸經驗是否影響玩家與遊戲角色的友伴關係皆尚未有研究深入探討。因此,對遊戲設計者而言,難以透過遊戲設計有效連結與運用遊戲動機、沉浸經驗與友伴關係三者間的關係。本研究目的以線上寵物遊戲為研究對象,透過問卷調查、運用遊戲動機量表、沉浸經驗量表與人工寵物友伴關係三個量表探討三項因素間的關係,做為遊戲策略與設計的參考。
本研究根據216份有效問卷,得到以下重要發現:(1)在線上寵物遊戲中,玩家的遊戲動機主要為「成就」與「沉浸」兩種;相較於成就動機,沉浸動機更能有效提昇玩家的沉浸經驗,以及玩家與遊戲角色間的友伴關係。(2)比起僅有單一遊戲動機之玩家,同時具有成就與沉浸兩種動機之玩家,更能提昇遊戲時的沉浸經驗,以及鞏固與遊戲角色的友伴關係。(3)對重視獲得沉浸經驗的玩家而言,高沉浸經驗能顯著幫助玩家與線上寵物建立高友伴關係;低沉浸經驗則可能導致玩家與線上寵物建立低友伴關係。(4)對重視與線上寵物友伴關係的玩家而言,高友伴關係能顯著幫助玩家獲得高沉浸經驗;低友伴關係則顯著導致低沉浸經驗。(5)在沉浸經驗與友伴關係兩者的因素中,專注力與愉悅感兩者間顯著有正向關係、遠距臨場感/失去自我意識則顯著與滿足感有顯著正向關係。
根據上述研究結果,透過適當地連結遊戲動機、沉浸經驗與友伴關係三者間的關係,能鼓勵玩家持續玩樂線上寵物遊戲、擴展遊戲市場;亦能幫助遊戲研發者將相關研究結果運用至其他線上遊戲與人工友伴的研發與設計。
In many online games, players develop a relationship with their game roles or avatars through playing. Some players even develop a companionship with their game roles or avatars. For developing such companionships, players must continue playing online games. Motivation crucially influences the willingness to play online games. The flow experience is a crucial factor that requires a player’s continual playing of a game. However, the relationship among game motivation, flow experience, and companionship is unclear; whether a flow experience affects players’ companionship with their game role is also unclear. Therefore, it is difficult to design an online game for players that effectively connects the game motivation, flow experience and companionship. The purpose of this study is to choose online pet games as study samples, and this study used a game motivation scale, flow experience scale, and the Companionship Scale of Artificial Pets to identify the relationship among game motivation, flow experience, and companionship, and the relationship between flow and companionship levels.
In this study, 216 valid questionnaires were collected, and the results demonstrated that (1) game motivation for online pet game players was primarily immersion and achievement, compared with achievement motivation, immersion motivation had a greater influence on flow experience and the development of player companionship with online pets. (2) Players with immersion and achievement motivation had a substantially enhanced flow experience and companionship with their online pets. (3) A high flow experience enhances a player’s companionship with their online pet, whereas a low flow experience results in low level of companionship. (4) A high level of companionship increases the flow experience, and a low level of companionship results in a low flow experience. (5) The factors of concentration and enjoyment as well as telepresence/loss of self-consciousness and satisfaction had a significantly positive relationship.
According to the results of this study, improvement in the relationship between game motivation, flow and companionship can encourage more players to acquire online pet games and, through an increase in game marketing, designers can amass more resources to assist in developing more online games or artificial companions.
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