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篇名
以遊戲表現即時偵測神迷經驗中的遊戲注意力
並列篇名
Real-time Detecting the Game Attention in Flow Experience by Gaming Performance
作者 林大偉
中文摘要
本研究以Csikszentmihalyi(1975)的「神迷理論」為基礎,藉由玩家於遊戲期間所產出的時間感扭曲來觀察其所付出的遊戲注意力,以及遊戲結束後所調查之心智負荷,企圖發現能在遊戲期間即時偵測玩家的神迷狀態的潛力變數。本研究雇用32 位受測者,採用4 款遊戲介面和6款經典遊戲而建構24 個試驗。受測者於試驗期間所得之物理時間和分數,被視為客觀依變數;試驗後所調查的任務難度、自我能力和主觀時間,被視為主觀依變數,換算所得之時間扭曲指數、負荷指數和遊戲表現,被視為重要分析基礎。研究結果顯示:(1)負荷指數和時間扭曲指數分別以1.0 和0 為分水嶺,二者皆處於分水嶺以上時傾向焦慮;(2)低即時反應和高操控技巧的遊戲類型,傾向適當負荷和時間低估,其所呈現的高度遊戲注意力也許可被視為進入「神迷狀態」之參考;(3)符合上述遊戲類型,其遊戲表現對於負荷指數具備12.2%的統計解釋力,對於時間扭曲指數則高達32.6%的統計解釋力。本研究建議,遊戲表現可以被視為遊戲注意力的重要觀察指標,但仍需更多研究加以驗證。
英文摘要
This study based on the “Flow theory” proposed by Csikszentmihalyi (1975), with the observation of game attention from game-player via his distortion of time-sense yielded during the game-play, as well as the mental workload investigated after game-play, and attempt to discover the potential variables can instantly detect the flow state during game-play. In this study, 32 subjects were hired, with 24 trials composed by four game interfaces and 6 classic games. The Physical Time and Scores yielded by subjects during game-play are considered as objective dependent variables; the Task Difficulty, Selfability, and Subjective Time investigated after each trial are considered as subjective dependent variables, the Time Distortion Index, Workload Index, and Gaming Performance converted by above variables are treated as important analysis basis. The results showed: (1) the watersheds of Workload Index and Time Distortion Index respectively are 1.0 and 0, both of these tow indexes are in above the watershed tend to “anxiety”; (2) the game type with Low instant-response and High operating skill tend to “appropriate workload” and “underestimated the time”, it presents a high degree of game attention may be considered a reference to enter 'flow state'; (3) meet these types of above games, the Gaming Performance with 12.2% of statistical explanatory power for the Workload Index and 32.6% of statistical explanatory power for Time Distortion Index. This study suggested that the gaming performance can be treated as an important indicator to observe the game attention on game-play. More research is needed to confirm this.
起訖頁 89-109
關鍵詞 遊戲注意力時間感扭曲心智負荷神迷經驗遊戲表現Game AttentionDistortion of Time-SenseMental WorkloadFlow ExperienceGaming Performance
刊名 設計學研究  
期數 201712 (20:2期)
出版單位 中原大學設計學院
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