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題名:遊戲可玩性之通則探討
書刊名:嶺東學報
作者:陳靜儀蔣世寶賴盈雯
作者(外文):Chen, Ching-yiChiang, Shyh-baoLai, Ying-wun
出版日期:2014
卷期:35
頁次:頁127-146
主題關鍵詞:遊戲可玩性心流理論內容分析法GamePlayabilityFlow theoryContent 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(0) 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:0
  • 共同引用共同引用:5
  • 點閱點閱:23
隨著科技開發,相關遊戲產業蓬勃發展,甚至滲入我們的生活當中,但是也隨著遊戲的發展,同樣性質的遊戲也不斷出現,造成遊戲重複性的現象,這個現象使得玩家對於該類型的遊戲漸漸地失去興趣,因此對於遊戲設計師來說,如何設計出一款獨特又好玩的遊戲十分重要。構成遊戲的因素即稱為可玩性,本研究藉由文獻資料整理並探討玩家與遊戲的關聯性,藉此分析出遊戲可玩性的通則,而根據文獻資料選Clanton、Jarvinen、Helio、Mayra、Desurvire、Caplan、Jozsef、陳祈年、蔡佳倫等學者作為「可玩性」的分析依據,最後結果顯示遊戲介面、遊戲機制、遊戲互動這三個項目為所有學者對於遊戲可玩性都認定的因素,也發現這三個項目和最早提出可玩性的學者Clanton一模一樣,因此推論為遊戲最基本的構成基礎。
With the development of technology, relevant industries of games have been flourishing and even permeated through our daily life. However, with the development of games, there have constantly been launches of games of their same kind, bringing about the phenomenon of repetitiveness of games. This phenomenon has led to the loss of players' interests in playing those games. Therefore, for a game designer, how to design a unique and interesting game is very important. In addition, the component of game is called Playability. This research investigates the correlation between player and game through works of reference and analyzes the generalization of Playability of games. With documents from scholars as Clanton, Jarvinen, Helio, Mayra, Desurvire, Caplan, Jozsef, Chi-Nien Chen, and Chia-Lun Tsai as references for the analysis of Playability, there are three features being concluded. The interface, system, and interactivity of games are characteristics that all the scholars regard as factors of games' Playability. Moreover, these features are found to be the same as those proposed by scholar Clanton, who was the first person proposing the idea of Playability. As a result, these characteristics are considered as the main basic elements of constituting games.
期刊論文
1.周文修、曾彥能(20111200)。數位休閒遊戲愉悅性之評估與分析。設計學研究,14(2),47-70。new window  延伸查詢new window
2.洪維聯、黃志方、陳菁惠(2012)。音樂節奏遊戲之可玩性研究--以《節奏天國》為例。資訊傳播研究,3(1),43-57。new window  延伸查詢new window
3.Finneran, Christina M.、Zhang, Ping(2005)。Flow in computer-mediated environments: promises and challenges。Communications of the Association for Information Systems,15(3),82-101。  new window
學位論文
1.楊立煒(2008)。探討影響三維虛擬環境中沈浸經驗之因素(碩士論文)。國立交通大學。  延伸查詢new window
2.趙晨帆(2010)。遊戲玩家類型、可玩性與遊戲滿意度、及使用行為之研究--以免費線上休閒類遊戲為例(碩士論文)。國立中正大學。  延伸查詢new window
3.蔡佳倫(2007)。大型多人線上角色扮演遊戲之可玩性準則探討(碩士論文)。國立交通大學。  延伸查詢new window
4.龍明志(2011)。以玩家生理訊號為基礎的遊戲歷程與樂趣分析(碩士論文)。國立交通大學。  延伸查詢new window
5.陳祈年(2005)。動機、可玩性與社交性對於多人線上角色扮演遊戲玩家沉浸經驗之影響(碩士論文)。國立交通大學。  延伸查詢new window
圖書
1.Holsti, Ole R.(1969)。Content Analysis for the Social Sciences and Humanities。Addison-Wesley Pub. Co.。  new window
2.管倖生、阮綠茵、王明堂、王藍亭、李佩玲、高新發、黃鈴池、黃瑞菘、陳思聰、陳雍正、張文山、郭辰嘉、楊基昌、楊清田、董皇志、童鼎鈞(2010)。設計研究方法。新北:全華。  延伸查詢new window
單篇論文
1.Kiili, K.(2012)。The design principles for flow experience in educational games。  new window
其他
1.Nokia(2003)。Nokia Series 40 J2ME™ Game Usability Guidelines and Implementation Model。  new window
圖書論文
1.Ermi, L.、Mäyrä, F.。Fundamental components of the gameplay experience: Analysing immersion。Changing views: Worlds in play-selected papers of the 2005 Digital Games Research Association's Second International Conference。Vancouver:Digital Games Research Association:Simon Fraser University。  new window
 
 
 
 
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