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題名:不同體感操控介面對搜尋及閃躲任務之遊戲經驗比較研究--以遊戲相關設計科系背景的學生為例
書刊名:設計學報
作者:李來春郝光中 引用關係鄭宇翔
作者(外文):Lee, Lai-chungHao, Kuang-chungCheng, Yu-hsiang
出版日期:2012
卷期:17:3
頁次:頁1-22
主題關鍵詞:體感遊戲遊戲難易度遊戲經驗問卷光點辨識Physical interactiveGame levelGame experience questionnaireLight spot recognition
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(1) 博士論文(0) 專書(0) 專書論文(0)
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近年來,當電玩遊戲內容與視覺效果逐漸提升的同時,科技與創意也帶動遊戲操控介面的變革,然 而,在遊戲操控介面演進的同時,不僅代表著人機介面的進化,更改變了人們對於遊戲的觀念與型態。 從2006 年任天堂公司的Wii 推出之後,遊戲操控介面開始進入體感操控的時代,2010 年10 月微軟推出 不需要任何外部裝置輔助就能進行遊戲的Kinect。因此,本研究應用與Kinect 原理相近的光點辨識技術 及Wii 控制器兩種操控介面,以實地實驗法及問卷調查法對82 位遊戲相關設計科系背景的受測者進行研 究,探討不同操控介面對於搜尋及閃躲任務遊戲經驗之差異,以及操控介面對於遊戲事後經驗之差異等 二個研究目的。 研究結果發現,透過較少外部裝置輔助的光點操控介面,較Wii 控制器操控介面能增加身體活動的 範圍,更能增加玩家在遊戲中的專注程度、沉浸程度,並提高挑戰性及帶來的較佳正面情緒;同時,也 提高玩家在遊戲事後經驗的疲倦感及回到現實的感覺,並有著較佳的正面經驗。綜合以上推論,在搜尋 及閃躲類遊戲中,可以預期不透過外部裝置輔助的遊戲操控介面,將成為未來遊戲操控介面發展的趨勢。
In recent years, when the content and visual effect of digital game are quickly boosted, the interface of digital game has also been evolved by technology and innovation. This evolution not only represents the development of Human-Computer Interaction but also changes user’s concept of digital games. Since Nintendo Wii was invented in 2006, the digital game interface has evolved into a Physical Interactive era. Microsoft released Xbox360 Kinect in 2010, with which people can play games without any external devices. Therefore, in this study two different interfaces of Physical Interactive were explored. One is called light spot recognition technology to substitute for Project Natal, and the other is Nintendo Wiimote. In this study we also conducted the comparison of game experience between two interfaces, the comparison of game experience on mission of searching and dodging with different levels of game, and the comparison of post-game experience between two interfaces by 82 design major college students as subjects. According to results of this study, the subjects who play games by light spot interface not only have more freedom to control than those who play by Wiimote interface, but they also can perform significantly better in “Flow”, “Immersion”, “Challenge”, “Positive affect”, “Tiredness”, “Returning to reality”, and “Positive experience” elements during playing games. In addition, the higher degrees of difficulty of game will increase the level of “Flow”, “Immersion”, “Challenge”, “Positive affect”, but decrease the level of “Negative affect” elements. Therefore, it is expectable that the interface of digital game without external devices will become the main stream of game development.
期刊論文
1.Chou, T.-J.、Ting, C.-C.(2003)。The Role of Flow Experience in Cyber-game Addiction。CyberPsychology & Behavior,6(6),663-675。  new window
2.Kiili, K.(2005)。Digital game-based learning: Towards an experiential gaming model. The Internet and Higher。Education,8(1),13-24。  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.劉湘川、簡茂發(19930100)。二分法記分測驗簡捷信度估計公式之研究。測驗年刊,40,169-188。new window  延伸查詢new window
5.Hsu, Chin-Lung、Lu, Hsi-Peng(2004)。Why do people play on-line games? An extended TAM with social influences and flow experience。Information & Management,41(7),853-868。  new window
6.Thomas, P.、Macredie, R. D.(2002)。Introduction to the new usability。ACM Transactions on Computer-Human Interaction,9(2),69-73。  new window
會議論文
1.Gilleade, K. M.、Dix, A.、Allanson, J.(2005)。Affective videogames and modes of affective gaming: Assist me, challenge me, emote me。Vancouver, Canada。  new window
2.Grimshaw, M.、Lindley, C. A.、Nacke, L.(2008)。Sound and immersion in the first-person shooter: mixed measurement of the player's sonic experience。Piteå, Sweden。9-15。  new window
3.Ijsselsteijn, W. A.、Poels, K.、de Kort, Yvonne A. W.、van den Hoogen, W.、Klimmt, C.、Lindley, C.、Mathiak, K.、Ravaja, N.、Turpeinen, M.、Vorderer, P.(2008)。Measuring the experience of digital game enjoyment。Noldus Information Technology。88-89。  new window
4.Nacke, L.、Lindley, C. A.(2008)。Flow and Immersion in First-Person Shooters: Measuring the player's gameplay experience。Toronto, Ontario, Canada。81-88。  new window
5.Nacke, L.、Stellmach, S.、Sasse, D.、Lindley, C. A.(2009)。Gameplay experience in a gaze interaction game。Lyngby, Denmark。49-54。  new window
6.Sukthankar, R.、Stockton, R. G.、Mullin, M. D.(2000)。Self-calibrating camera-assisted presentation interface。Singapore。33-40。  new window
7.Schou, T.、Gardner, H. J.(2007)。A Wii remote, a game engine, five sensor bars and a virtual reality theatre。New York, NY。231-234。  new window
研究報告
1.Stellmach, S.(2007)。A psychophysiological logging system for a digital game modification。Magdeburg, Germany。  new window
學位論文
1.黃俊傑(2005)。線上遊戲心流經驗與沉迷行為相關因素之探討(碩士論文)。輔仁大學,臺北。  延伸查詢new window
2.李佳勳(2002)。互動式媒體--以感官多模式探討數位設計環境中人機互動介面設計與應用實例(碩士論文)。國立成功大學。  延伸查詢new window
3.張維琪(2008)。玩興、心流過程和團體效能對線上遊戲玩家之心流經驗的影響(碩士論文)。國立交通大學。  延伸查詢new window
4.Mandryk, R. L.(2004)。Objectively evaluating entertainment technology。Simon Fraser University,Vienna, Austria。  new window
5.林宜炫(2006)。沉浸特徵之整合性衡量與驗證--以電腦遊戲為例。國立勤益技術學院,台中市。  延伸查詢new window
6.梁啟新(2008)。玩-樂:電玩遊戲中互動機制設計之研究。國立交通大學,新竹市。  延伸查詢new window
圖書
1.吳明隆(2003)。SPSS統計應用學習實務:問卷分析與應用設計。臺北市:知城數位科技股份有限公司。  延伸查詢new window
其他
1.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
2.Howland, G.(1998)。Game design: The essence of computer games。  new window
3.PlayStation(2010)。什麼是PlayStation®Move。  延伸查詢new window
4.PlayStation(2010)。What is PlayStation®Move。  new window
5.PrimeSense(2010)。The PrimeSensor Technology。  new window
6.VGChartz(2011)。Software total。  new window
7.Wii(2010)。Wii motion plus。  new window
8.(2010)。隆重介紹Kinect for Xbox 360,http://www.xbox.com/zh-tw/Kinect/ $d20101023, 2010/10/23。  new window
 
 
 
 
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