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題名:以玩家水準評估iPad遊戲輔助設備之適用性
書刊名:設計學報
作者:林大偉 引用關係
作者(外文):Lin, Ta-wei
出版日期:2015
卷期:20:4
頁次:頁1-19
主題關鍵詞:遊戲平臺轉換遊戲介面玩家水準iPad遊戲輔助設備介面涉入程度Game platform transferGaming interfaceGamer levelGaming accessories for iPadInterface investment
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iPad所開拓的觸控遊戲市場,使得街機遊戲(arcade game)紛紛移轉至iPad平台,延續舊玩家經驗而推出的iPad遊戲輔助設備也陸續上市。為了理解其貢獻,本研究以iPad為基礎,加上市面可購得之3項遊戲輔助設備:搖桿、滑桿(fling)和十字鍵,視為以遊戲介面差異為區隔的4個情境,並要求32位受測者以組內設計進行6款街機時代的經典遊戲,其得分被視為遊戲表現。結果發現:1. iPad遊戲輔助設備在複雜操作的遊戲中未顯助益,而在操作複雜度相對較低的遊戲中部份地提供顯著幫助,特別是滑桿;2.受測者的介面涉入程度,來自於接觸特定介面的遊戲款數累計,有助於觀察其採用不同遊戲介面時的遊戲表現而具備貢獻;3.受測者的鍵盤和手把涉入程度,可以部份地被用來預測操作複雜度相對較低的遊戲之表現。
The aim of this study is to understand how gaming accessories contribute to gameplay of arcade games transferred to the iPad. This study was conducted based on the iPad and three widely obtainable gaming accessories: the joystick, fling, and D-pad. Four conditions were devised based on differences of gaming interface, and 32 subjects were asked to play six classic games from the arcade game period using a within-subjects design. The scores were perceived as the subjects' gaming performance. Results of the experiment indicate the following findings: 1. The gaming accessories did not significantly help gameplay of games that have complicated controls, but did markedly aid performance in games with relatively simple controls. This phenomenon was especially notable with the fling. 2. The level of interface investment was determined by the accumulated number of games played on specific interfaces. Interface investment can contribute to the observation of gaming performance on different gaming interfaces. 3. The subject's keyboard and joystick investment levels can be partially used to predict gaming performance in games with relatively uncomplicated controls.
期刊論文
1.Wu, Jen-Her、Wang, Shu-Ching、Tsai, Ho-Huang(2010)。Falling in love with online games: The Uses and gratifications perspective。Computers in Human Behavior,26(6),1862-1871。  new window
2.Ventura, M.、Shute, V.、Kim, Y. J.(2012)。Video gameplay, personality and academic performance。Computers & Education,58(4),1260-1266。  new window
3.Noble, J.、Biddle, R.、Tempero, E.(2002)。Metaphor and metonymy in object-oriented design patterns。Australian Computer Science Communications,22(1),187-195。  new window
4.Melhuish, K.、Falloon, G.(2010)。Looking to the future: M-learning with the iPad. Computers in New Zealand Schools。Learning, Leading, Technology,22(3),1-16。  new window
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會議論文
1.Sun, C. T.、Lin, H.、Ho, C. H.(2003)。Game tips as gifts: Social interactions and rational calculations in computer gaming。Digital Games Research Conference 2003,M. Copier, & J. Raessens (Eds.) 。Utrecht:University of Utrecht。  new window
2.Cummings, Alastair H.(2007)。The evolution of game controllers and control schemes and their effect on their games。The 17th Annual University of Southampton Multimedia Systems Conference。University of Southampton。  new window
3.Crenshaw, N.、Orzech, S.、Wong, W. S.、Holloway, A.(2011)。On creating a native real-time-strategy game user interface for multi-touch devices。The 6th International Conference on Foundations of Digital Games。New York, NY:ACM。283-285。  new window
4.Deterding, Sebastian、Dixon, Dan、Khaled, Rilla、Nacke, Lennart(2011)。From game design elements to gamefulness: Defining "gamification"。The 15th International Academic MindTrek Conference: Envisioning Future Media Environments,(會議日期: 2011/09/28-09/30)。Association for Computing Machinery。9-15。  new window
圖書
1.Crawford, C.(2003)。Chris Crawford on game design。Indianapolis:New Riders。  new window
2.Beck, J. C.、Wade, M.(2004)。Got Game: how the gamer generation is reshaping business forever。Boston, MA:Harvard Business School Press。  new window
3.Saunders, K.、Novak, J.(2012)。Game development essentials: Game interface design。Clifton Park, NY:Cengage Learning。  new window
4.Parish, J.(2015)。Game boy world, 1989: A history of Nintendo game boy。North Charleston, SC:Create Space Independent Publishing Platform。  new window
5.Madsen, O. L.、Møller-Pedersen, B.、Nygaard, K.(1993)。Object-oriented programming in the BETA programming language。Boston, MA:Addison-Wesley。  new window
6.Kurtz, B.(2003)。The encyclopedia of arcade video games。Atglen, PA:Schiffer Publishing。  new window
7.Kent, S. L.(2001)。The first quarter: A 25-year history of video games。Bothell, Washington:BWD Press。  new window
8.Herman, L.(2001)。Phoenix: The fall & rise of videogames。New York, NY:Rolenta Press。  new window
9.Harris, B. J.(2014)。Console wars: Sega, Nintendo, and the battle that defined a generation。New York, NY:HarperCollins Publishers。  new window
10.Gauntlett, D.(2005)。Moving experiences, understanding television's influences and effects。Bloomington, IN:Indiana University Press。  new window
11.Duggan, M.(2011)。iPad multiplayer magic。Clifton Park, NY:Cengage Learning。  new window
12.Forster, W.(2011)。Game machines 1972-2012: The encyclopedia of consoles, handhelds & home computers。Vancouver:Enati Media。  new window
13.Blumenthal, K.(2012)。Steve Jobs: The man who thought different。New York, NY:Fiewel and Friends。  new window
14.Block, B.(2007)。The Visual Story: Creating the Visual Structure of Film, TV and Digital Media。Boston:Focal Press。  new window
圖書論文
1.Brown, M.、Kehoe, A.、Kirakowski, J.、Pitt, I.(2010)。Beyond the gamepad: HCI and game controller design and evaluation。Evaluating user experience in games。London, England:Springer。  new window
 
 
 
 
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