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篇名
虛擬實境高空體驗遊戲中情緒感受歷程影響之研究
並列篇名
A Case Study on How a User’s High Altitude Experience in a Virtual Reality Game Affects Emotional Experiences
作者 許于仁 (Yu-Jen Hsu)溫郁韻 (Yu-Yun Wen)
中文摘要
本研究的目的在於開發一款虛擬實境高空體驗遊戲,並期望透過此遊戲降低高空體驗的門檻擴大體驗族群,如高齡者或是部分身障者。研究採用調查研究法,並以問卷、訪談、歷程錄影作為蒐集資料的工具。資料分析部分採用描述性統計進行遊戲滿意度及情緒感受問卷、錄影編碼的分析,進一步採用曼惠特尼U考驗分析有無虛擬實境經驗對於遊戲情緒感受的影響。本研究結果顯示,大部分玩家在遊戲進行中會有緊張、害怕的情緒,也能夠有身臨其境的感受,且由遊戲滿意度調查及情緒感受調查上,大部分玩家對此款遊戲有高的滿意度,也覺得可以從中獲得樂趣,顯示此款遊戲可以模擬實際高空情境的情緒感受,並由曼惠特尼U考驗的結果發現,有無虛擬實境經驗對於遊戲的情緒感受沒有顯著影響,表示本研究所開發的虛擬高空遊戲不會因受試者有虛擬實境經驗而降低其對遊戲的新奇感、恐懼感、緊張感、成就感及樂趣。
英文摘要
The aim of this research is to help develop a virtual reality game based on a high-altitude experience, with the expectation that this game would decrease negative feelings associated with high altitude and expand the range of experiences among the elderly, disabled and fearful. This study used mixed research methods including a questionnaire, interview and course video to collect data. For data analysis, the researchers used descriptive statistics to analyze game satisfaction and emotional feelings, derived from a questionnaire, as well as video encoding. In addition, a Mann-Whitney U test is used to verify whether the virtual reality experience revealed the emotional impact of the game. The result of the descriptive statistics shows that while most players felt nervous or fearful during the game, they also felt immersed in the game environment. From the results of the surveys on game satisfaction and emotional feeling it was found that the degree of game satisfaction for most players was high. The results implied that the game was able to simulate an actual high-altitude emotional experience. However, from the interviews and videos, some participants found the game to be less difficult than anticipated, especially in the operation of picking up and removing props from the toolbar. The result of the Mann- Whitney U test shows no significant differences in having the virtual reality experience in relation to the emotional feelings aroused by the game. This result suggests that the virtual reality high altitude game developed in this study would not reduce the novelty, fear, tension, accomplishment and pleasure of experiences and achievements in the game, simply because they took place in a virtual reality environment.
起訖頁 085-108
關鍵詞 高空體驗教育survival of desperate adventure虛擬實境遊戲adventure educationsurvival of desperate adventurevirtual reality game
刊名 數位學習科技期刊  
期數 201704 (9:2期)
出版單位 數位學習科技期刊編審委員
該期刊-上一篇 SQ4R導入電子書學習策略結合小組成就區分法對於學生英文閱讀之影響
 

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