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篇名
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
並列篇名
A Comparative Study on Game Experience of Searching & Dodging Missions between Different Control Interfaces-Design Major College Students as an Example
作者 李來春郝光中鄭宇翔 (Yu-Hsiang Cheng)
中文摘要
近年來,當電玩遊戲內容與視覺效果逐漸提升的同時,科技與創意也帶動遊戲操控介面的變革,然而,在遊戲操控介面演進的同時,不僅代表著人機介面的進化,更改變了人們對於遊戲的觀念與型態。從2006 年任天堂公司的Wii 推出之後,遊戲操控介面開始進入體感操控的時代,2010 年10 月微軟推出不需要任何外部裝置輔助就能進行遊戲的Kinect。因此,本研究應用與Kinect 原理相近的光點辨識技術及Wii 控制器兩種操控介面,以實地實驗法及問卷調查法對82 位遊戲相關設計科系背景的受測者進行研究,探討不同操控介面對於搜尋及閃躲任務遊戲經驗之差異,以及操控介面對於遊戲事後經驗之差異等二個研究目的。研究結果發現,透過較少外部裝置輔助的光點操控介面,較Wii 控制器操控介面能增加身體活動的範圍,更能增加玩家在遊戲中的專注程度、沉浸程度,並提高挑戰性及帶來的較佳正面情緒;同時,也提高玩家在遊戲事後經驗的疲倦感及回到現實的感覺,並有著較佳的正面經驗。綜合以上推論,在搜尋及閃躲類遊戲中,可以預期不透過外部裝置輔助的遊戲操控介面,將成為未來遊戲操控介面發展的趨勢。
英文摘要
In recent years, when the content and visual effect of digital game are quickly boosted, the interface of digital game has also been evolved by technology and innovation. This evolution not only represents the development of Human-Computer Interaction but also changes user's concept of digital games. Since Nintendo Wii was invented in 2006, the digital game interface has evolved into a Physical Interactive era. Microsoft released Xbox360 Kinect in 2010, with which people can play games without any external devices. Therefore, in this study two different interfaces of Physical Interactive were explored. One is called light spot recognition technology to substitute for Project Natal, and the other is Nintendo Wiimote. In this study we also conducted the comparison of game experience between two interfaces, the comparison of game experience on mission of searching and dodging with different levels of game, and the comparison of post-game experience between two interfaces by 82 design major college students as subjects. According to results of this study, the subjects who play games by light spot interface not only have more freedom to control than those who play by Wiimote interface, but they also can perform significantly better in 'Flow', 'Immersion', 'Challenge', 'Positive affect', 'Tiredness', 'Returning to reality', and 'Positive experience' elements during playing games. In addition, the higher degrees of difficulty of game will increase the level of 'Flow', 'Immersion', 'Challenge', 'Positive affect', but decrease the level of 'Negative affect' elements. Therefore, it is expectable that the interface of digital game without external devices will become the main stream of game development.
起訖頁 1-22
關鍵詞 體感遊戲遊戲難易度遊戲經驗問卷光點辨識Physical interactiveGame levelGame experience questionnaireLight spot recognition
刊名 設計學報  
期數 201209 (17:3期)
出版單位 中華民國設計學會
該期刊-下一篇 教學相長:學生社會網絡中介電腦繪圖學習動機與成效
 

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