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題名:心流經驗於遊戲使用者介面之研究
書刊名:數位學習科技期刊
作者:許一珍范丙林巫宗翰蕭文祥
作者(外文):Hsu, Yi-chenFan, Ping-linWu, Zong-hanHsiao, Wen-hsian
出版日期:2015
卷期:7:2
頁次:頁73-93
主題關鍵詞:心流經驗使用者介面數位遊戲Flow experienceUser interfaceDigital game
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(1) 博士論文(0) 專書(0) 專書論文(0)
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對於數位遊戲來說,使用者介面設計的優劣影響著玩家對該遊戲的喜好,而是否會影響玩家遊戲時所產生的遊戲能力與情感經驗,即為玩家所經歷的心流經驗。本研究針對遊戲的不同使用者介面作為研究主題,藉由使用者對於實體操作介面與自然操作介面的心流經驗進行實驗。首先,設計開發同時支援Wii Remote和Kinect遊戲輸入方式的拳擊遊戲,探討不同使用者介面是否影響玩家的心流經驗;其次,設計同時可支援實體操作介面與自然操作介面的競速遊戲,探究玩家使用不同使用者介面時的心流經驗狀態。研究結果顯示,玩家於拳擊遊戲時的心流經驗會受不同使用者介面的影響,而利用競速遊戲時,實體操作介面較容易進入心流狀態,隨著難度提升,其焦慮狀態人數會平緩的上升,而無聊狀態時人數會大幅度的下降,焦慮狀態的人數也會隨之提升,另使用自然操作介面的玩家,容易在遇到挑戰程度較高的關卡時進入焦慮狀態。
When it comes to digital games, the effect that a good or bad user interface design has on a player’s enjoyment of a game and whether it affects their abilities and emotional reaction when playing said game is what is known as the player’s experienced flow experience. This study focuses on the various different user interfaces of games as its topic through experimenting on flow experience from users when they are using tangible user interfaces (TUI) and natural user interfaces (NUI). Firstly, a boxing game that supports both Wii Remote and Kinect input methods would be developed. This will be to study whether or not user interfaces affect the player’s flow experiences. Next, a racing game that supports both TUI and NUI will be designed. This will be to study the flow experience of a player when using different user interfaces. The research results show that first of all in the boxing game, the players’ flow experience was affected by the different user interfaces. Secondly in the racing game, the TUI made it easier to enter a state of flow. As the difficulty steadily increased, so did the number of people in a state of anxiety. Also when the number of people in a state of boredom decreases greatly, the number of people in a state of anxiety would go up accordingly. Also the players who used the NUI were more likely to enter a state of anxiety when faced with levels with a high challenge.
期刊論文
1.李來春、郝光中、鄭宇翔(20120900)。不同體感操控介面對搜尋及閃躲任務之遊戲經驗比較研究--以遊戲相關設計科系背景的學生為例。設計學報,17(3),1-22。new window  延伸查詢new window
2.Hosseini, S. Mahdi、Fattahi, Rahmatollah(2014)。Databases' interface interactivity and user self-efficacy: Two mediators for flow experience and scientific behavior improvement。Computers in Human Behavior,36,316-322。  new window
3.Ishii, H.(2008)。The tangible user interface and its evolution。Communications of the ACM,51(6),32-36。  new window
4.Klasen, M.、Weber, R.、Kircher, T. T. J.、Mathiak, K. A.、Mathiak, K.(2011)。Neural contributions to flow experience during video game playing。Social Cognitive and Affective Neuroscience,7(4),485-495。  new window
5.Starbuck, W. H.、Webster, J.(1991)。When is play productive?。Accounting, Management and Information Technologies,1(1),71-90。  new window
6.李世忠(19930900)。使用者介面的探討。視聽教育雙月刊,35(1)=205,49-57。  延伸查詢new window
7.Pearce, J. M.、Ainley, M.、Howard, S.(2005)。The ebb and flow of online learning。Computers in Human Behavior,21(5),745-771。  new window
會議論文
1.Ishii, H.、Ullmer, B.(1997)。Tangible bits: Towards seamless interfaces between people, bits and atoms。Conference on Human Factors in Computing Systems,(會議日期: March 25, 1997)。Atlanta, GA。234-241。  new window
學位論文
1.洪國勳(2003)。線上遊戲式學習系統之建置--以科技學習為例(碩士論文)。國立臺灣師範大學。  延伸查詢new window
2.林俊良(2012)。國小學童從事Wii與XBOX-360 KINECT運動型遊戲之科技接受模式差異研究(碩士論文)。大葉大學。  延伸查詢new window
3.陳立先(2009)。玩性透過自我調節對心流狀態的影響--以休閒遊戲為平台(碩士論文)。國立交通大學。  延伸查詢new window
4.劉彥鋒(2011)。範例式通用遊戲元素製作之教學設計--以Unity3D為例(碩士論文)。國立臺北教育大學。  延伸查詢new window
圖書
1.榮欽科技(2003)。遊戲設計概論。台北:碁峯資訊股份有限公司。  延伸查詢new window
2.經濟部工業局(2014)。2013數位內容產業年鑑。臺北市:經濟部工業局。  延伸查詢new window
3.Bernhard, E. B.、胡佑宗(1997)。工業設計--產品造型的歷史、理論及實務。臺北市:亞太圖書。  延伸查詢new window
4.Csikszentmihalyi, Mihaly、Csikszentmihalyi, Isabella Selega(1988)。Optimal Experience: Psychological Studies of Flow in Consciousness。Cambridge University Press。  new window
5.Caillois, Roger、Barash, Meyer(1961)。Man, Play, and Games。New York:The Free Press。  new window
6.方裕民(2003)。人與物的對話--互動介面設計理論與實務。台北市:田園城市出版社。  延伸查詢new window
7.Preece, J.、Rogers, Y.、Sharp, H.、Benyon, D.、Holland, S.、Carey, T.(1994)。Human-Computer Interaction。Addison-Wesley Publishing。  new window
8.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
其他
1.NUI Group Authors(2009)。Multi-touch technologies handbook,http://nuigroup.com/forums/viewthread/4680/。  new window
2.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
 
 
 
 
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