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題名:音樂節奏遊戲之可玩性研究--以《節奏天國》為例
書刊名:資訊傳播研究
作者:洪維聯黃志方陳菁惠
作者(外文):Hung, Wei-lienHuang, Chih-fangChen, Ching Hui
出版日期:2012
卷期:3:1
頁次:頁43-57
主題關鍵詞:可玩性節奏遊戲節奏天國PlayabilityRhythm gamesRhythm Tengoku Gold
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(1) 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:1
  • 點閱點閱:11
近年來,音樂節奏遊戲一直具有相當可觀的商業價值。除了在大型機臺上發展成熟外,也遍佈電視遊樂器及掌上型遊戲機。當智慧型手機、平板電腦等行動裝置推出後,更是將遊戲推向新的遊戲平臺。遊戲重複及市場飽和使得其銷售量自2008年起都有逐年下滑的趨勢,而任天堂公司2011年時推出的《節奏天國》遊戲卻有逆勢成長的現象。本研究即以遊戲的可玩性做為基礎,探討適用於音樂節奏遊戲的可玩性因素,以及不同玩家對於音樂節奏遊戲的可玩性評判有何差異。研究結果顯示,在討論音樂節奏遊戲可玩性時,可使用:功能範疇、結構範疇、視聽範疇三個面向,其中又以「功能範疇」與「視聽範疇」對玩家影響最巨,這也反應出音樂節奏遊戲設計的核心考量。
In recent years, we observe that the field of rhythm games has more and more commercial value, which is developed vigorously in the area of arcade games. Furthermore, it is also extended to TV games and handheld console games. Rhythm games have gradually moved to become a new platform of games, especially with the release of smart phones and tablet PCs. Due to the over-similarity of games and a saturated market, sales have been decreasing since 2008. However, Rhythm Tengoku Gold, released by Nintendo, has breakthrough sales in the market. In this study, we adopt quantitative research to investigate the playability of the game-Rhythm Tengoku Gold. Additionally, the researchers categorize playability elements of all rhythm games. The results show that some aspects of playability can be categorized: functional, structural and audiovisual playability. Moreover, we find that functional playability and audiovisual playability results in much greater effect for rhythm game players. It suggests that if games are designed to provide sufficient functional and audiovisual playability, this can raise the overall playability of games for players.
期刊論文
1.林佩儒、柯志欣(20090900)。線上音樂遊戲對音樂學習與節奏感提升成效之研究。屏東教育大學學報. 教育類,33,37-67。new window  延伸查詢new window
2.李峻德(20060300)。嚴肅遊戲於學習科技之設計概念探討:可玩性與使用性觀點。教學科技與媒體,75,18-37。new window  延伸查詢new window
3.Höysniemi, J.(2006)。International survey on the Dance Dance Revolution game。Computers in Entertainment (CIE)--Theoretical and Practical Computer Applications in Entertainment,4(2)。  new window
4.Choi, D.、Kim, H.、Kim, J.(1999)。Toward the construction of fun computer games: Differences in the views of developers and players。Personal Technologies,3(3),92-104。  new window
5.Fabricatore, C.、Nussbaum, M.、Rosas, R.(2002)。Playability in Action Videogames: A Qualitative Design Model。Human-Computer Interaction,17(4),311-368。  new window
6.Preece, Jenny(2001)。Sociability and usability in online communities: Determining and measuring success。Behaviour & Information Technology,20(5),347-356。  new window
7.Choi, Dongseong、Kim, Jinwoo(2004)。Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents。CyberPsychology & Behavior,7(1),11-24。  new window
會議論文
1.Korhonen, H.、Koivisto, E.(2006)。Playability heuristics for mobile games。The 8th conference on Human-computer interaction with mobile devices and services。Helsinki, Finland。9-16。  new window
2.羅心華、陳姿伶、陳祈年(2004)。線上遊戲中的虛擬實境程度對專家與生手的沈浸影響--以線上遊戲天堂、天堂二為例。第5屆媒介與環境學術研討會。臺北。  延伸查詢new window
3.岳庭誼(2010)。音樂遊戲設計之研究初探。數位科學教(玩)具學術研討會。臺北。  延伸查詢new window
4.Clanton, C.(1998)。An interpreted demonstration of computer game design。The conference on CHI 98 Summary: Human Factors in Computing Systems。  new window
研究報告
1.Järvinen, A.、Heliö, S.、Mäyrä, F.(2002)。Communication and community in digital entertainment services。Tampere, Finland:University of Tampere, Hypermedia Laboratory。  new window
學位論文
1.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
其他
1.Gamasutra(2010)。U.S. music game sales have dropped fivefold since 2008,http://www.gamasutra.com/view/news/31641/Analysis_US_Music_Game_Sales_Have_Dropped_Fivefold_Annually_Since_2008.php, 2011/10/03。  new window
2.Flood, S.(2006)。All play and more work,http://www.computing.co.uk/computing/analysis/2152597/play-work, 2011/10/03。  new window
3.Wiberg, C.(2003)。Usability and fun: An overview of relevant research in the HCI community,http://www.google.com.tw/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&ved=0CCgQFjAB&url=http%3A%2F%2Fwww.sics.se%2F~kia%2Fevaluating_affective_interfaces%2FWiberg_2.doc&ei=jxFpUNitM4-fmQW32IDgCQ&usg=AFQjCNF5x7GSWaYX7y8u-bmZDUFDAJxBow&sig2=hy1RW4kow-KOG2zSFh-9xg, 2012/03/15。  new window
4.Matthews, S. M.(2009)。Analysis: Guitar hero/rock band retail sales down by half,http://www.gamasutra.com/php-bin/news_index.php?story=24482, 2011/10/03。  new window
圖書論文
1.Desurvire, H.、Caplan, M.、Toth, J. A.(2004)。Using heuristics to evaluate the playability of games。CHI '04 extended abstracts on human factors in computing systems。New York:ACM Press。  new window
 
 
 
 
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