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題名:英雄任務的召喚與起程--遊戲文本敘事與玩家情感價值之實證探討
書刊名:International Journal of Digital Media Design
作者:張裕幸 引用關係
作者(外文):Chang, Yuh-shihng
出版日期:2015
卷期:7:1
頁次:頁20-36
主題關鍵詞:多人連線競技遊戲文本敘事情感價值KJ法MOBA online gamesText narrativeEmotional valueKJ method
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(0) 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:109
  • 點閱點閱:86
遊戲如同電影、戲劇是文本的類型之一,但不同於電影、戲劇,它具備了互動的性質,以非 線性的方式進行敍事。玩家接受英雄任務的召喚,如同電影般的情節般參與了整個遊戲的進行。 本研究以文本敍事的角度,對玩家在LOL 多人連線競技遊戲進行的過程中,予以現場觀察,玩 家可以自我敍事。從而觀察過程中進行捕捉的內心情感表現,了解成功的遊戲如何創造玩家的內 在情感需求並吸引消費者。研究方法採實際觀察與訪談法結合的混合質性研究方式。本研究蒐集 8 位玩家的觀察錄影後,利用KJ 法進行內容編碼與轉譯,找出令玩家沉浸其中的遊戲情感價值。 研究發現玩家在參與遊戲事件中可以經營並形塑自我與伙伴間的團隊精神、成就感與歸屬感的情 感價值,而這些可以經由遊戲過程中的協同合作、分享快樂, 自我或群體的挑戰的行為中獲得。 情感價值的獲取為玩家參與遊戲的動機,也是遊戲的核心價值。
Games just like film or theater, are one kind of texts. But game is unlike film and theater; it has itself interactive nature and narrative in a nonlinear way. The players played as game's hero and accepted the task, just like a plot of a film in which involved in the entire game. This research takes the text narrative perspective and on-site observation. The players can self-narrative in the process of game playing. From the observation, of the performance of players' inner feelings, this research will then conclude how to create a successful game to meet the players' need so as to attract consumers. In addition to do on-site observation, this research collected recording observations for 8 players, and then uses the KJ method to process content encoding and translation in order to identify the game’s emotional values for making the player immersed. This research found that the players can shape the self and obtained team spirit, a sense of accomplishment, and a sense of belonging, when participating in game events. These elements can be created by the collaboration with other players, and joyful sharing, and self or group challenges behaviors. Thus, emotional values obtained are not only for the players involved in the game, but also are the core values of the game.
期刊論文
1.Cheng, Y. M.、Leu, S. Sen(2011)。Integrating Data Mining with KJ Method to Classify Bridge Construction Defects。Expert Systems with Applications,38(6),7143-7150。  new window
2.Chang, Yuh-shihng、Wang, Chen-chih(20121200)。Why Are Players Being Immersed in Online Game? A Study on the Game's Creating Value of Emotion for Players。International Journal of Digital Media Design,4(1),49-67。new window  new window
3.Hunter, F. T.(1984)。Socializing Procedures in Parent-Child and Friendship Relations During Adolescence。Development Psychology,20(6),1092-1099。  new window
4.Krugman, Herbert E.(1962)。An Application of Learning Theory to TV Copy Testing。Public Opinion Quarterly,26,626-634。  new window
5.Yeh, T. M,、Lin, W. T.(2010)。The diagnosis and improvement of TQM implementation in semiconductor industries。African Journal of Business Management,4(6),1095-1106。  new window
6.Moon, J. W.、Kim, Y. G.(2001)。Extending the TAM for World-Wide-Web Context。Information and Management,38(4),217-230。  new window
7.Zaichkowky, J. L.(1985)。Measuring the Involvement Constructs。Journal of Consumer Research,12(3),341-352。  new window
8.Roberts, Mary Lou、Wortzel, Lawrence H.(1979)。New Life-Style Determinants of Women's Food Shopping Behavior。Journal of Marketing,43(3),28-39。  new window
9.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
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會議論文
1.張白苓、張裕幸、許有麟(20121126)。互動密碼:由羅蘭•巴特《作者之死》探討科技互動設計之本質。2012視覺藝術跨界研討會,國立屏東教育大學 。國立屏東教育大學。260-266。  延伸查詢new window
學位論文
1.李天凌(2002)。網路商品之定價模式-以線上遊戲為例(碩士論文)。國防管理學院。  延伸查詢new window
2.莊効璟(2004)。線上遊戲軟體的關卡級數設定與定價策略之研究(碩士論文)。國立東華大學。  延伸查詢new window
3.駱坤民(2004)。線上遊戲價值創造、顧客感受、價值獲取之關聯性研究(碩士論文)。銘傳大學,台北。  延伸查詢new window
4.徐勝凌(2004)。線上遊戲設計吸引力對顧客滿意度影響之研究(碩士論文)。國立東華大學,花蓮縣。  延伸查詢new window
5.許晉龍(2003)。線上遊戲使用者行為研究(博士論文)。國立台灣科技大學。  延伸查詢new window
6.吳佳盈(2005)。影響線上遊戲玩家持續使用行為之研究(碩士論文)。國立東華大學。  延伸查詢new window
7.吳采芳(2001)。修正TAM模型在線上遊戲行為因素分析之研究(碩士論文)。國防管理學院。  延伸查詢new window
8.張意珮(2002)。線上遊戲使用者轉換因素之研究(碩士論文)。元智大學。  延伸查詢new window
9.陳怡安(2002)。線上遊戲的魅力--以重度玩家為例(碩士論文)。南華大學。  延伸查詢new window
10.林子凱(2002)。線上遊戲『天堂』之使用者參與動機與滿意度研究(碩士論文)。國立成功大學。  延伸查詢new window
圖書
1.Jerry, W.、Robert, G.、Vijay, M.(2002)。Convergence Marketing。Prentice Hall。  new window
2.川喜田二郎(1986)。KJ法ー混纯をして語らしめる。中央公論社。  延伸查詢new window
3.川喜田二郎、牧島信一(1970)。問題解決学一KJ法ワークブック。講談社。  延伸查詢new window
4.Levinger, G.、Snoek, J. G.(1972)。Attraction in Relationship。Morristown, NJ:General Learning Press。  new window
5.Block, B.(2001)。The Visual Story: Seeing the Structure of Film, TV, and New Media。Focal Press。  new window
6.Foss, Sonja K.(2004)。Rhetorical criticism: Exploration and practice。Waveland。  new window
7.Maslow, Abraham Harold、Frager, Robert、Fadiman, J.、McReynolds, C.、Cox, R.(1987)。Motivation and personality。New York:Harper and Row。  new window
8.Curtis, P.、Nichols, D. A.(1993)。MUDs Grow Up: Social Virtual Reality in the Real World。New York:Xerox PARC。  new window
9.Ajzen, I.、Fishbein, M.(1980)。Understanding Attitudes and Predicting Social Behavior。Englewood Cliffs, New Jersey:Prentice-Hall。  new window
10.Howard, John A.、Sheth, Jagdish N.(1969)。The Theory of Buyer Behavior。John Wiley & Sons, Inc.。  new window
11.DeVellis, Robert F.(1991)。Scale Development: Theory and Applications。Sage。  new window
12.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
13.Nunnally, Jum C.、Bernstein, Ira H.(1978)。Psychometric Theory。McGraw-Hill。  new window
14.Strauss, Anselm L.、Corbin, Juliet M.(1990)。Basics of qualitative research: Grounded theory procedure and techniques。Sage。  new window
15.楊裕富(19980000)。設計的文化基礎:設計、符號、溝通。臺北市:亞太圖書。new window  延伸查詢new window
其他
1.中央社(2015)。手機遊戲夯,台今年產值上看150億,http://www.cna.com.tw/news/afe/201502010 214-l.aspx。  延伸查詢new window
2.IDC(2006)。中國遊戲產業市場2006-2010年分析與預測,http://www.idc.com.tw/report/News/Chma/news_China_060303.htm。  new window
3.資策會(2012)。從E3 2012剖析全球數位遊戲發展趨勢,http://mic.iii.org.tw/aisp/reports/reportdetail2.asp?sesd=1072552340&docid=CDOC20120710001&doctype=RC&cate=&smode=1&countrypno=。  new window
4.資策會(2014)。行動遊戲娛樂持續增溫,http://mic.iii.org.tw/aisp/pressroom/press01_pop .asp?sno=356&type1=2。  new window
5.Xbox(2015)。Use SmartGlass with your Apple device,https://support.xbox.com/en-US/xbox-360/apps/use-smartglass-apple。  new window
圖書論文
1.Raid. E.(1995)。Vitrual Words: Culture and Imadination。Cybersociety: Communication and Community。  new window
2.Houston, Michael J.、Rothschild, Michael L.(1978)。Conceptual and methodological perspectives in involvement。Research Frontiers in Marketing: Dialogues and Directions。American Marketing Association。  new window
3.Massimini, Fausto、Carli, Massimo(1988)。The systematic assessment of flow in daily experience。Optimal experience: psychological studies of flow in consciousness。Cambridge University Press。  new window
 
 
 
 
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