:::

詳目顯示

回上一頁
題名:影響《魔獸世界》玩家想像與遊歷行為的環境因素
書刊名:資訊傳播研究
作者:韋賢政陳士農
作者(外文):Wei, Hsien-chengChen, Shih-nung
出版日期:2011
卷期:2:1
頁次:頁55-80
主題關鍵詞:想像遊戲環境遊歷行為魔獸世界ImaginationGame environmentPlaying behaviorWorld of Warcraft
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(2) 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:2
  • 共同引用共同引用:30
  • 點閱點閱:19
本研究為一初探性研究,針對大型多人線上角色扮演遊戲中獨佔鰲頭的《魔獸世界》,探討在遊戲歷程中哪些遊戲行為需要想像去促動;以及哪些遊戲環境因素能夠影響玩家的想像。本研究將遊戲行為分為:成就者、探險家、社交家、殺手四類,並歸納文獻列出玩家之遊戲行為;而網路遊戲環境則分成物理環境、玩家角色、遊戲社會三個因素。研究者針對其因素設計問卷量表,復經信效度、項目分析等檢驗得知:玩家最需要想像來協助完成探索的行為,換言之,當玩家為滿足好奇心,不斷探索陌生環境的同時,也持續在刺激玩家的想像,這不斷想像的過程對影響想像是有極大的幫助;而引導玩家沉浸的劇情任務內容與角色,是影響玩家想像的最佳來源(尤其又以女性玩家的想像影響較劇)。而視覺效果的呈現,則是促動玩家想像的助力,因此一款遊戲,適時的運用劇情架構與燈光、色彩、場景等視覺設計,來營造世界觀的氛圍,可以確實的引導玩家沉浸在角色的扮演行為上,進而影響玩家的想像。但本研究亦發現,「遊戲社會」的影響雖然略低於「物理環境」與「玩家角色」,不過其影響性還是不容忽視。
This study is aim at exploring what are the game behaviors in role-play games that facilitated by imagination and what are the environmental factors that stimulate the World of Warcraft player's imagination. The playing behavior facilitated by imagination could be classified as achiever, explorer, socialize, and killer. The game environment concerns three factors: physical environment, player roles, and game society. The study found that the character of explorer relies on imagination the most. In other words, when players keep exploring the unknown environment to satisfy their curiosity, this behavior stimulates player's imagination at the same time. The constant imagination process is extremely helpful for stimulating imagination. The task that guides the player to immerse in the story plot, mission, and character is the best source for stimulating player's imagination, especially for stimulating female player's imagination. Besides, the display of visual effect is a boost to prompt player's imagination. As a result, a game using drama, lighting, colors, scenes and other visual design to create a view of the world's atmosphere, can certainly guide player to immerse in role-playing behavior, and further stimulate the player's imagination. On the other hand, this study also found that the degree of the impacts of game society is slightly lower than that of physical environment and player roles; however, the influential factors cannot be underestimated.
期刊論文
1.Dansky, Jeffrey L.(1980)。Make-believe: A mediator of the relationship between play and associative fluency。Child Development,51(2),576-579。  new window
2.Bartle, R.(1996)。Hearts, clubs, diamonds, spades: Players who suit MUDs。Journal of MUD Research,1(1)。  new window
3.陳俞霖(20020700)。網路同儕型塑及對青少年社會化影響之探討。資訊社會研究,3,149-181。new window  延伸查詢new window
4.Reichling, M. J.(1990)。Images of imagination。Journal of Research in Music Education,38(4),282-293。  new window
5.Thomas, D.、Brown, J. S.(2007)。The play of imagination: Extending the literary mind。Games and Culture,2,149-172。  new window
6.Zhao, F.、Fang, X.(2009)。Factors affecting online game players' loyalty。Lecture Notes in Computer Science,5623,197-206。  new window
7.葉紹國(19790600)。幼兒想像遊戲之研究。國立臺灣師範大學教育研究所集刊,21,451-462。  延伸查詢new window
8.鄒依倫(20081200)。想像力Online--中華網龍 以虛擬故事創造經濟奇蹟。卓越雜誌,292,74-76。  延伸查詢new window
9.Greenfield, P. M.、DeWinstanley, P.、Kilpatrick, H.、Kaye, D.(1994)。Action video games and informal education: Effects on strategies for dividing visual attention。Journal of Applied Developmental Psychology,15,105-123。  new window
10.梁朝雲、許育齡、劉育東、李元榮(20110300)。促發想像之環境因素的評測工具--以跨域設計教育為例的初探性研究。設計學報,16(1),65-82。new window  延伸查詢new window
11.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
12.葉玉珠、吳靜吉(20020900)。創意發展組織因素量表之編製--以科技產業為例。應用心理研究,15,225-247。new window  延伸查詢new window
13.Fabricatore, C.、Nussbaum, M.、Rosas, R.(2002)。Playability in Action Videogames: A Qualitative Design Model。Human-Computer Interaction,17(4),311-368。  new window
14.蕭顯勝、伍建學(2003)。創造思考教學策略融入網路遊戲教學模式之建立。生活科技教育月刊,36(2),38-52。  延伸查詢new window
會議論文
1.Costikyan, G.(200206)。I have no words, & I must design: Notes on location-based multi-user gaming。Computer Games and Digital Cultures Conference。Tampere, Finland。  new window
2.Gal, V.、Le Prado, C.、Merland, J. B.、Natkin, S.、Vega, L.(200201)。Processes and tools for sound design in computer games。International Computer Music Conference。Ann Arbor, MI。  new window
3.Malone, T. W.(198203)。Heuristics for designing enjoyable user interfaces: Lessons from computer games。ACM and National Bureau of Standards Conference on Human Factors in Computer Systems。Gaithersburg, MD。  new window
4.林鹤玲、鄭芳芳(200412)。線上遊戲合作行為與社會組織--以青少年玩家之血盟參與為例。2004台灣社會學會年會暨研討會。新竹。  延伸查詢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.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
2.侯蓉蘭(2003)。角色扮演的網路遊戲對少年自我認同的影響(碩士論文)。東海大學,台中。  延伸查詢new window
圖書
1.沈堅、李山川(1988)。兒童教育心理學。北京:教育科學。  延伸查詢new window
2.Gordon, A. F.(1996)。Ghostly matters: Haunting and the sociological imagination。Minneapolis, MN:University of Minnesota Press。  new window
3.李璞珉(1996)。心理學與藝術。北京市:首都師範大學出版社。  延伸查詢new window
4.Passmore, John Arthur(1985)。Recent philosophers: A supplement to a hundred years of philosophy。Duckworth Publishing。  new window
5.沙依仁(2005)。人類行為與社會環境。臺北:五南。  延伸查詢new window
6.柯舜智(20090000)。合成世界 : 線上遊戲文化傳播研究。臺北:五南。new window  延伸查詢new window
7.榮欽科技(2003)。遊戲設計概論。北京:北京科海電子。  延伸查詢new window
8.Johnson, S.(2005)。Everything bad is good for you: How today's popular culture is actually making us smarter。New York:Riverhead Books。  new window
9.Seybold, P. B.、Marshak, R. T.、Lewis, J. M.、黃彥達(2002)。顧客說了就算:決定企業未來的六大成功模式。台北:Lewis。  延伸查詢new window
10.Osborn, A. F.(1953)。Applied imagination。New York:Scribner。  new window
11.Rheingold, Howard(1993)。The Virtual Community: Homesteading on the Electronic Frontier。Addison-Wesley Publishing Company。  new window
12.Jenkins, Henry(2006)。Convergence culture: Where old and new media collide。New York University Press。  new window
其他
1.(2011)。故事背景,http://www.wowtaiwan.com.tw, 2011/01/15。  new window
2.Haskvitz, A.(2005)。Ten steps for tapping into your child's imagination,http://www.brainy-child.com/article/child-imagination.shtml, 2010/02/05。  new window
3.(2008)。MMOG subscriptions market share,http://www.mmogchart.com, 2010/03/09。  new window
4.Spector, W.(1999)。Remodeling RPGs for the new millennium,http://www,gamasutraxom/features/game_design/19990115/remodeling_01.htm。  new window
圖書論文
1.Sylva, K.、Bruner, J. S.、Genova, P.(1976)。The role of play in the problem solving of children 3-5 years old。Play-Its role in development and evolution。New York:Basic Books。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關書籍
 
無相關著作
 
QR Code
QRCODE