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題名:促使玩家遊玩大型機臺的動機--以音樂遊戲機臺《Jubeat》為例
書刊名:資訊傳播研究
作者:金琬瑜李其瑋
作者(外文):Chin, Wan-yuLee, Chi-wei
出版日期:2012
卷期:3:1
頁次:頁59-72
主題關鍵詞:大型機臺音樂遊戲動機Arcade gameRhythm gameMotivation
原始連結:連回原系統網址new window
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  • 共同引用共同引用:5
  • 點閱點閱:92
本研究將以音樂遊戲機臺《Jubeat》為例,探討促使玩家遊玩大型機臺與持續遊玩的動機,並探討不同人口背景的玩家對參與動機的影響。根據相關文獻配合問卷調查法,其結果得知:促發玩家遊玩大型機臺的主因為特殊的控制器與華麗的聲光效果;玩家持續遊玩的原因,則可分為:與興趣結合、挑戰與技能、幻想、情緒、社交與互動等五大因素,其中又以「與興趣結合」和「挑戰與技能」影響最大。此外,這五個因素會因不同性別、年齡與投入程度而有所差異,最為顯著的是投入程度不同對「社交與互動」所產生的影響。
This study took Jubeat as an example to explore players' motivation and continual playing behavior. In addition, the differences between players with different backgrounds to start playing this kind of music game were also investigated. According to the literature review and the questionnaire survey, arcade games equipped with special controllers and fantastic acousto-optic effects plays an important role in attracting players. When it comes to continuing the game, there are five factors: Combination of hobbies, Challenge and skill, Fantasy, Emotion and Social interaction that impact them, with the former two as the most pivotal elements. That is, games that allow players to enjoy their favorite songs and challenge themselves at the same time are most attractive. These five factors affect players with different ages, genders, and addictions to the game differently. Among them, ”Social Interaction” is shown to have the greatest influence upon those who are greatly addicted to the game.
期刊論文
1.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
2.楊斐羽、梁朝雲(20040900)。將傳統遊戲的玩性因素導入電子遊戲之設計--一個遊戲心理學的基礎研究。教學科技與媒體,69,20-38。new window  延伸查詢new window
3.Fabricatore, C.、Nussbaum, M.、Rosas, R.(2002)。Playability in Action Videogames: A Qualitative Design Model。Human-Computer Interaction,17(4),311-368。  new window
會議論文
1.Lazzaro, N.、Keeker, K.(2004)。What’s my method? A game show on games。Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems。New York:ACM Press。1093-1094。  new window
2.何虹毅(2006)。人人都是流行樂手--探討CYBORG的音樂遊戲迷。2006年臺灣資訊社會學會年會暨論文發表會。桃園。  延伸查詢new window
3.陳宗欽、梁朝雲(2010)。機臺卡片遊戲之玩家動機與收藏行為。2010創新管理學術與實務研討會。桃園。  延伸查詢new window
4.郭如萍、陳祈年(2004)。隱喻對於線上遊戲所造成之可玩性探討。2004國巨科技藝術國際學術研討會。臺北。  延伸查詢new window
5.葉千毓、梁朝雲(2006)。大型機臺電玩遊戲設計之應用研究。第7屆電子化企業管理理論暨實務研討會。彰化。  延伸查詢new window
6.Blaine, T.(2005)。The convergence of alternate controllers and musical interfaces in interactive entertainment。2005 Conference on New Interfaces for Musical Expression。Singapore:National University of Singapore。27-33。  new window
7.Bianchi-Berthouze, N.、Kim, W. W.、Patel, D.(2007)。Does body movement engage you more in digital game play? And why?。The 2nd International Conference on Affective Computing and Intelligent Interaction。Springer-Verlag。102-113。  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.洪定宏(2008)。街頭遊戲機,運動、音樂ㄏㄤ,http://www.libertytimes.com.tw/2008/new/feb/6/today-south1.htm, 2012/02/25。  延伸查詢new window
2.李智揮(2007)。IPC垂直產業之「商用電子遊戲機」應用領域市場現況與產品趨勢,http://www.itis.org.tw/Activity/Game_071023.htm, 2012/03/12。  延伸查詢new window
3.吳元方(2010)。體感裝置入侵你的生活!,http://www.computerdiy.com.tw/all-articles/articles-multimedia/425-motion-sens, 2012/02/20。  new window
4.Sam(2010)。《jubeat plus》大型電玩熱門音樂節奏遊戲iPad改編登場,http://gnn.gamer.com.tw/5/48395.html, 2012/03/16。  延伸查詢new window
5.諸一楠(2005)。遊戲者的需求和動機模型,http://www.sf.org.cn/design/Numerical_Setup/design_2484.html, 2012/02/25。  延伸查詢new window
6.Chan, A.(2004)。CPR for the arcade culture: A case history on the development of the Dance Dance Revolution community,http://www.stanford.edu/group/htgg/cgi-bin/drupal/sites/default/files2/achan_2004_1.pdf, 2012/01/18。  new window
 
 
 
 
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