英文摘要 |
Two types of research method have been conducted in a Quasi-experiment and Participant Observation to explore the attention distribution of players with various trainer-levels in Pokémon GO. The result of this research is expected to be used as a design reference for AR games. 60 subjects were recruited for this research. The players were divided into five groups according to trainer-levels in Pokémon GO. The subjects participated in two designs of attention experiments: (1) Inside the screen, subject is given a mission to visit seven Pokémon hot-zones. The subject's performance is determined by the number of Pokémon caught, visited Pokéstops, and spent time. (2) Outside the screen, this research adapted the Inattentional Blindness experiment of Mack & Rock (1998). Three locations with unexpected stimuli were implemented in order without informing the subjects prior to the experiment. The covered stimuli and reported data were used in comparison for finding out the stimulus covered rate, uncovered rate, effective detection rate, inattentional blindness rate, focused screen rate, and looking around rate as the subject's performance in attention. This research took observations of the subjects on their attention strategy inclined to focused attention or divided attention. The results show that: (1) Crowds may be a confounded factor and obviously reduced the effectiveness of the unexpected stimuli and strengthened the degree of Inattentional Blindness. (2) According to the game performance, the gaming strategies of five player-levels can be divided into three major types, which are Exploration, Predation and Precision. (3) According to the performance of attention, non-players and average players were inclined to the focused attention strategy, while casual, hardcore and heavily-hardcore players were inclined to the divided attention strategies. (4) The subject's attention strategy does not change linearly with the player's level. According to the results, it is recommended that AR application developers should design a corresponding mobile restriction mechanism in consideration of the user history to ensure safe movements of users. |