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題名:隨境遊戲設計在文化遺產應用之研究
作者:蔡遵弘
作者(外文):Tsun-Hung Tsai
校院名稱:國立臺北科技大學
系所名稱:設計學院設計博士班
指導教授:李來春
學位類別:博士
出版日期:2018
主題關鍵詞:群眾外包文化遺產遊戲化擴增實境隨境遊戲CrowdsourcingCultural HeritageGamificationAugmented RealityPervasive Game
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文化遺產提供了跨世代共享的文化經驗,有著重要的文化意義,如今卻面臨包含氣候、汙染、發展導致的破壞…等迫在眉睫的問題,因此,本研究希望運用遊戲化 (Gamification)的策略,透過適地性擴增實境 (Location-Based Augmented Reality, LBAR) 技術,以隨境遊戲 (Pervasive Game) 的形式提供具可行性的解決方案,即文化遺產隨境遊戲 (Pervasive Game for Cultural Heritage, PGCH)之設計、開發與應用研究。主要研究目的包含:提升民眾主動探索文化遺產之動機,探討不同年齡層、性別或遊戲經驗對隨境遊戲於文化遺產推廣策略的差異,了解隨境遊戲提升民眾對文化遺產認知與地方依附之成效,以及不同遊戲元素對隨境遊戲於文化遺產推廣的影響探討,並探究隨境遊戲作文化遺產數位記錄之群眾外包成效。
本研究透過封閉型場域作前導性研究,以228公園作為實驗場域,開發PGCH遊戲「憶遊未境(Explore Memory in Reality)」,以認知提升自我評量、系統易用性量表 (SUS)、遊戲心流量表 (Game Flow)、學習動機量表 (ARCS)及開放式問答和系統登錄檔(Log)加以分析,受測者總計56人。結果顯示PGCH對提升認知有顯著影響,系統易用性對遊戲心流有顯著正相關,遊戲心流與學習動機呈現顯著正相關,表示良好的隨境遊戲體驗設計能提升對文化遺產的探索學習動機,也能有效提升認知。再者,透過前導性研究的成果規劃開放型場域實驗,以臺北市萬華區作為實驗場域,開發PGCH遊戲「憶境行者(Memory Mender)」,以前、後測方式評量使用者的認知提升成效,並透過玩家體驗需求滿意度量表(Player Experience of Need Satisfaction, PENS) 、地方依附量表 (Place Attachment, PA)、開放式問答與系統登錄檔進行分析,受測者總計77人,其中完成所有關卡的有效樣本數為50名。研究結果顯示隨境遊戲於文化遺產知識之認知提升具有顯著成效,並且當PGCH遊戲提供之玩家體驗需求滿意度提高,玩家之地方依附也隨之提升,符合本研究目的提出之論點。此外,透過PGCH以群眾外包作文化遺產之數位記錄應用亦有顯著成效。
本研究驗證了隨境遊戲設計在文化遺產應用之可行性,且群眾外包在文化遺產的數位記錄成效顯著,對文化遺產的數位保存與經營提供了良好的參考,並對未來相關研究提出建議。
Cultural heritage provides cultural experiences, shared across generations, and has important cultural implications. However, it is currently facing urgent problems, including climate, pollution, and damage caused by development. Therefore, this study argues that the gamification strategy can provide a viable solution in the form of pervasive game, through the location-based augmented reality (LBAR) technology, which is a study of the design, development, and application of the pervasive game for cultural heritage (PGCH).The main research purposes include: improving the motives of peoples active exploration of cultural heritage, and exploring the differences between different age groups, gender or game experience in the promotion strategy of Pervasive Game in cultural heritage, understanding the effectiveness of Pervasive Game to enhance peoples cultural heritage cognition and place attachment, exploring the influence of different game elements on the promotion of the game in the cultural heritage, and exploring the effectiveness of the outsourcing of the game as a cultural heritage group digital record.
In this study, for the pilot study with a closed experimental field at 228 Park, a PGCH game “Explore Memory in Reality” was developed to analyze awareness improvement self-assessment, system usability scale (SUS), game flow scale, ARCS learning motivation scale, and open Q&A and system log. The total number of subjects tested was 56. The results indicated that PGCH had a significant influence on awareness improvement; SUS was significantly correlated with the generation of game flow, which had a positive correlation with learning motivation. Thus, a well-designed pervasive game experience can not only enhance the motivation of exploring and learning cultural heritage but also effectively improve awareness. And an open field experiment base on the results of the pilot study, using the Wanhua District of Taipei as the experimental field, the PGCH game “Memory Mender” was developed to measure the user’s awareness improvement using the pre- and post-test method; analysis was performed using the Player Experience of Need Satisfaction (PENS) scale, Place Attachment (PA) scale, and open Q&A and system log. The total number of subjects tested was 77, of which 50 were valid as completing all game levels. The results suggested that the game had a significant effect on the awareness improvement of cultural heritage knowledge. In addition, when the Player Experience of Need Satisfaction provided by the PGCH game was improved, the PA also improved. This is consistent with the arguments presented in this study. Moreover, digital recording applications of the cultural heritage through PGCH by crowdsourcing also achieved significant results.
This study verifies the feasibility of the application of pervasive game design in cultural heritage. And the PGCH crowdsourcing has achieved remarkable results in the digital record of cultural heritage, providing an adequate reference for the digital preservation and management of cultural heritage, and contributing to future researches.
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