:::

詳目顯示

回上一頁
題名:非休閒遊戲的玩家動機--以任天堂DS為例
書刊名:資訊傳播研究
作者:張祐銘張弘毅
作者(外文):Chang, Yu-mingChang, Hong-i
出版日期:2011
卷期:2:1
頁次:頁81-98
主題關鍵詞:非休閒遊戲玩家動機掌上型遊戲數位遊戲Serious gamesPlayer motivationHandheld console gamesDigital games
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:5
有鑑於非休閒遊戲(Serious Games)在東方文化的高接受度,也鑑於台灣機件設計的既有優勢,本研究針對任天堂DS遊戲機台之非休閒遊戲玩家進行焦點團體座談,以探討其使用動機,並據此與國內數位遊戲廠商進行深度訪談,以瞭解可能的經營之法。研究團隊檢視的產品有:「川島隆太教授的DS腦力強化訓練」、「妙廚老媽」、「任天狗」、「超執刀」。本研究結果發現,玩家使用動機包括:遊戲主題、遊戲機特色、同儕社交與競爭,以及消磨時間與減輕壓力等。本文最後另將針對於國內掌上型遊戲機平台與非休閒遊戲發展,提出營運建議。
This case study is aimed at exploring the players' motivation of serious games on Nintendo DS platform by a focus-group discussion. On the basis of the discussion, the researchers conducted a series of in-depth interviews with the priming game developers from the local game companies. Several products were chosen and assessed including: "Brain Age," "Cooking Mama," "Nintendogs," and "Trauma Center." The study found that the players' motivation of serious games includes: the subject of game, the attributes of game, peer interaction and competition, time spending, and pressure reduction. At the end, this paper is wrapped up by providing a set of suggestions for operation of serious games on the handheld platform.
期刊論文
1.Zyda, M.(2005)。From Visual Simulation to Virtual Reality to Games。Computer,38(9),25-32。  new window
2.李純君(2010)。遊戲機產業旺季將臨。先探週刊。  延伸查詢new window
3.Rice, J. W.(2007)。New media resistance: Barriers to implementation of computer video games in the classroom。Journal of Educational Multimedia and Hypermedia,16,249-261。  new window
4.Neelamegham, R.、Jain, D.(1999)。Consumer Choice Process for Experience Goods: An Econometric Model and Analysis。Journal of Marketing Research,36(3),373-386。  new window
會議論文
1.Harteveld, C.、Bidarra, R.(2007)。Learning with games in a professional environment: A case study of a serious game about levee inspection。Learning With Games 2007。Sophia Antipolis, France。  new window
研究報告
1.Susi, T.、Johannesson, M.、Backlund, P.(2007)。Serious games: An overview。Skövde, Sweden:University of Skövde, School of Humanities and Informatics。  new window
學位論文
1.White, R. D.、Yang, K. C.(2008)。The future trend of Japanese mobile gaming(-)。International University of Japan,Niigata, Japan。  new window
2.Henriks, N.(2007)。Creating serious games by integrating external components in commercial game engines: Propositions and guidelines for future work with serious games(學士論文)。University of Skövde,Skövde, Sweden。  new window
3.Szentgyorgyi, C.(2008)。Practices surrounding social use of the Nintendo DS handheld gaming system(學士論文)。University of Waterloo,Ontario, Canada。  new window
圖書
1.Bergeron, B. P.(2006)。Developing serious games。Hingham, MA:Charles River Media。  new window
2.Edery, D.、Mollick, E.(2008)。Changing the game: How video games are transforming the future of business。Upper Saddle River, NJ:FT Press。  new window
其他
1.家用電玩主機 硬體發展簡史,http://coolkeroro.myweb.hinet.net/history.htm, 2010/10/02。  延伸查詢new window
2.陳婉菁(2010)。3D遊戲於家用遊戲機市場發展展望,http://www.digitimes.com.tw/tw/rpt/rpt_show.asp?cnlid=3&v=20100326-165&n=1, 2010/10/02。  new window
3.劉耕佑(2010)。商用遊戲機產業概況,http://www.tisc.com.tw/new/newreport/industry/upload/industry20100409-1.pdf, 2010/10/05。  new window
4.(2011)。ニンテンドーDS 高評 ソフトランキング--みんなのクロスレビュー,http://www.famitsu.com/review/index_nds_001-025.html, 2011/10/02。  延伸查詢new window
5.Michael, D.,Chen, S.(2005)。Proof of learning: Assessment in serious games,http://www.gamasutra.com/features/20051019/chen_01.shtml, 2010/06/10。  new window
6.Sawyer, B.,Smith, P.(2008)。Serious games taxonomy 1.0,http://www.dmill.com/presentations/serious-gamestaxonomy-2008.pdf, 2010/05/22。  new window
圖書論文
1.Klug, G. C.、Schell, J.(2006)。Why people play games: An Industry perspective。Playing video games: Motives, responses, and consequences。Mahwah, New Jersey:Lawrence Erlbaum。  new window
2.Alvisi, A.(2006)。The economics of digital games。Understanding digital games。London:Sage。  new window
3.Lenoir, T.、Lowood, H.(2005)。Theaters of war: The military-entertainment complex。Collection, laboratory, theater: Scenes of knowledge in the 17th century。Berlin, Germany:Walter de Gruyter。  new window
4.Nelson, M. R.(2005)。Exploring consumer response to “Advergames”。Online consumer psychologic: Understanding and influencing consumer behavior in the virtual world。Mahwah, NJ:Lawrence Erlbaum Associates。  new window
5.Nieborg, D.(2006)。Games and advertisement: Beyond banners and billboards。Information communication technologies and emerging business strategies。Hershey, PA:Idea Group Inc.。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top