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題名:數位休閒遊戲愉悅性之評估與分析
書刊名:設計學研究
作者:周文修曾彥能
作者(外文):Chou, Wen-shouTseng, Yen-neng
出版日期:2011
卷期:14:2
頁次:頁47-70
主題關鍵詞:數位休閒遊戲愉悅性遊戲評估與分析Digital casual gamesEnjoymentGame evaluation and analysis
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(6) 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:4
  • 共同引用共同引用:0
  • 點閱點閱:44
數位休閒遊戲已漸漸成為數位遊戲產業未來發展的重要遊戲類型。如何評估數位休閒遊戲的愉悅性,已成為重要的研究課題。本研究整合目前對於一般數位遊戲愉悅性的評估方法以及休閒遊戲的四大特性,針對數位休閒遊戲的愉悅性,進行問卷題項的設計,並進一步探討休閒遊戲愉悅性之重要因素,提出「數位休閒遊戲愉悅性之評量問卷」。並根據此問卷所提出的七個愉悅性因素,進一步分析不同的玩家背景,以及不同的休閒遊戲類型,在此七個因素的表現上是否有顯著的差異。
Digital casual games have become an important game genre for the game industry. How to evaluate the enjoyment of digital causal games is an important research topic. This article integrates the current method for evaluating enjoyment of digital games and the four characteristics of casual games to develop the questionnaire for evaluating the enjoyment of digital casual games. The critical factors for the enjoyment of digital casual games are extracted. According to the 7 extracted enjoyment factors, whether these factors exist differences or not between players with different background, or between different genre of digital casual games are further analyzed.
期刊論文
1.Fu, Fong-Ling、Su, Rong-Chang、Yu, Sheng-Chin(2009)。EGameFlow: A scale to measure learners' enjoyment of e-learning games。Computers & Education,52(1),101-112。  new window
2.Jegers, K.(2007)。Pervasive game flow: understanding player enjoyment in pervasive gaming。ACM Computers in Entertainment,5(1),9-17。  new window
3.Sweetser, P.、Wyeth, P.(2005)。Gameflow: A model for evaluating player enjoyment in games。Computers in Entertainment,3(3),1-24。  new window
4.Henson, R. K.(2001)。Understanding internal consistency reliability estimates: A conceptual primer on coefficient alpha。Measurement and Evaluation in Counseling and Development,34,177-189。  new window
會議論文
1.Ermi, L.、Mayra, F.(2005)。Fundamental components of the gameplay experience: analysing immersion。The 2005 DiGRA's Second International Conference,15-27。  new window
2.Kuittinen, A.、Kultima, J.、Niemelä, J.、Paavilainen, J.(2007)。Casual Games Discussion。The 2007 Conference on Future Play。New York。  new window
3.Kultima A.(2009)。Casual Game Design Values。The 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era,58-65。  new window
4.Tausend, U(2006)。Casual games and gende。Munich, DE:Institute of Sociology。  new window
學位論文
1.黃軍富(2009)。心流路徑研究方法論--以休閒遊戲玩家為例(碩士論文)。國立交通大學。  延伸查詢new window
2.林培淵(2007)。線上遊戲之玩家行為初探研究--以《魔獸世界》為例(碩士論文)。國立中正大學,嘉義。  延伸查詢new window
3.Federoff, M. A.(2002)。Heuristics and usability guidelines for the creation andevaluation of fun in video games(碩士論文)。University of Indiana,Bloomington, IN。  new window
圖書
1.Trefry, G.(2010)。Casual Game Design: Designing Play for the Gamer in ALL of us。Morgan Kaufmann。  new window
2.傅鏡暉(2004)。線上遊戲產業之道:數位內容、營運經驗。台北市:上奇科技。  延伸查詢new window
3.吳明隆(2008)。SPSS操作與應用多變量分析實務。臺北:五南。  延伸查詢new window
4.邱皓政(2010)。量化研究與統計分析:SPSS(PASW)資料分析範例解析。五南圖書出版股份有限公司。  延伸查詢new window
其他
1.Boyes. E(2008)。GDC '08: Are casual games the future? [GameSpot UK ],http://uk.gamespot.com/news/6186207.html?tag=result;title;0, 2008/02/18。  new window
2.Kultima A.(2010)。Casual Games and Expanded Game Experiences: Design Point of View,http://gamelab.uta.fi/wordpress/wp-content/uploads/2010/09/GaS-loppuraportti.pdf。  new window
3.Wallac, M.,Robbin, B.(2006)。The International Game Developers Association: Causal Games White Paper (IGDA Report 2005),http://www.igda.org/sites/default/files/IGDA_CasualGames_Whitepaper_2005.pdf。  new window
4.陳怡如(2009)。台灣Facebook使用人數成長率世界第一,台北:巨思出版社。  延伸查詢new window
5.維基百科(2010)。休閒遊戲,http://zh.wikipedia.org/wiki/%E4%BC%91%E9%97%B2%E6%B8%B8%E6%88%8F。  new window
6.Lazzaro, N.(2004)。Why we play games: Four keys to more emotion without story,http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf。  new window
7.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
圖書論文
1.Pagulayan, R.、Keeker, K.、Wixon, D.、Romero, R.、Fuller, T.(2003)。The Human-Computer Interaction Handbook: Fundamentals。Evolving Techniques and Emerging Applications。Mahwah:Lawrence Erlbaum Associates。  new window
2.Perron, B.(2006)。The heuristic circle of gameplay : the case of survival horror。Gaming Realities: A Challenge for Digital Culture。Athens:Fournos Centre for the Digital Culture。  new window
 
 
 
 
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