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題名:遊戲化運動型App如何影響使用者沉浸程度--以「Zombie Run」及「香蕉打卡」兩款跑步App為例
書刊名:運動與遊憩研究
作者:張瑀晴王淑美 引用關係
作者(外文):Chang, Yu-cingWang, Shu-mei
出版日期:2020
卷期:14:4
頁次:頁21-32
主題關鍵詞:遊戲化運動型APP沉浸理論自我決定論情緒理論遊戲可玩性Gamified running appImmersion theorySelf-determination theoryEmotion theoryGame playability
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)
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  • 共同引用共同引用:73
  • 點閱點閱:9
本研究欲了解具備不同運動動機者,在遊玩不同情境設定的「遊戲化運動型App」時的沈浸程度有何差異。過去研究發現,運動情境中的「正面(positive)可玩性」與「負面(negative)可玩性」會影響玩家的沉浸(immersion)程度。故本次研究挑選兩款「遊戲化跑步類App」作為研究媒介,其中「香蕉打卡」代表正面情緒設定,以「Zombies, Run」代表負面情緒,企圖了解玩家在遊玩這兩款正、負面情緒設定的App所產生的沈浸程度有何不同。本研究以實地實驗法進行問卷收集,共包含32位參與者,依照受試者填寫的前測問卷結果,分為「外在動機組」與「內在動機組」,並將受試者分配至「Zombies, Run」及「香蕉打卡」兩款App。此二款APP皆經由8位具備較高外在動機者及8位較高內在動機者遊玩,使用地點包含學校操場及室內健身房,跑步時間為25分鐘至30分鐘之間。研究結果顯示,32位受試者在使用兩款APP時都會達到沉浸狀態,不論是具有正面或是負面情緒的遊戲化運動型App都能夠引起玩家的沉浸感受,且使用者皆顯著地沉浸在兩款的App情境中。且無論是具有較高外在動機抑或是較高內在動機之受試者,均能夠顯著地沉浸於香蕉打卡及Zombies, run中。
This study tried to investigate how individuals with different motivations immerse in gamified workout apps. In previous researches, the positive and negative playability will result in users' different degrees of immersion. Therefore, the study selected two gamified running apps, including Banana Running as the positive representative and Zombies, Run as the negative representative. This article collected questionnaires with the field experiment from 32 attendees. According to the 32 experimental subjects' pre-test results, they were divided into two groups, including higher extrinsic motivation group and higher intrinsic motivation group. Subsequently, they were also distributed to use these two apps. The experiments were conducted at the college playground and gymnasium during 25 to 30 minutes testing time. The results revealed that all the 32 experimental subjects significantly immersed in both the two apps, whether the positive emotional app or the negative emotional app. In addition, the attendees with no matter higher extrinsic motivation or higher intrinsic motivation also significantly immersed in Banana Running and Zombies, Run.
期刊論文
1.Norman, D. A.(2002)。Emotion & design: attractive things work better。Interactions,9(4),36-42。  new window
2.Maehr, M. L.、Meyer, H. A.(1997)。Understanding motivation and schooling: Where we've been, where we are, and where we need to go。Educational Psychology Review,9(4),371-409。  new window
3.Radford, M.(2002)。Educating the emotions: Interior and exterior realities。Pastoral Care in Education,20(2),24-29。  new window
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6.Pelletier, L. G.、Tuson, K. M.、Fortier, M. S.、Vallerand, R. J.、Brière, N. M.、Blais, M. R.(1995)。Toward a new measure of intrinsic motivation, extrinsic motivation, and amotivation in sports: The Sport Motivation Scale (SMS)。Journal of Sport & Exercise Psychology,17(1),35-53。  new window
會議論文
1.Brown, E.、Cairns, P.(2004)。A grounded investigation of game immersion。CHI'04 Extended Abstracts on Human Factors in Computing Systems。Association for Computing Machinery。1297-1300。  new window
2.Fokkinga, S. F.、Desmet, P. M. A.、Hoonhout, J.(2010)。The dark side of enjoyment: Using negative emotions to design for rich user experiences。  new window
3.Pearce, C.(2005)。Theory Wars: An Argument Against Arguments in the so-called Ludology/Narratology Debate。Vancouver, British Columbia。  new window
4.Yim, J.、Graham, T. N.(2007)。Using games to increase exercise motivation166-173。  new window
學位論文
1.鄭采玉(2008)。國小學生社會領域學習動機與學習滿意度關係之研究(碩士論文)。國立屏東教育大學。  延伸查詢new window
2.葉麗琴(2011)。不同休閒活動型式心理需求、動機與行為結果關係之研究(博士論文)。國立體育大學,臺北。new window  延伸查詢new window
3.曹文力(2006)。在遊戲情境中以沉浸經驗探討玩興對創造力的影響(碩士論文)。國立交通大學。  延伸查詢new window
4.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.張春興(1994)。教育心理學--三化取向的理論與實際。臺北市:東華。  延伸查詢new window
2.Csikszentmihalyi, M.(1980)。Beyond Boredom and Anxiety。San Francisco, CA:Jossey-Bass。  new window
3.Deci, Edward L.、Ryan, Richard M.(1985)。Intrinsic motivation and self-determination in human behavior。Plenum Press。  new window
圖書論文
1.Lang, P. J.(1985)。The cognitive psychophysiology of emotion: fear and anxiety。Anxiety and the anxiety disorder。Lawrence Erlbaum。  new window
 
 
 
 
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