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篇名
新冠疫情對不同玩家族群在「生活」與「遊戲習慣與偏好」影響之研究
並列篇名
A Study on the Impact of the COVID-19 Pandemic on the Life, Game Habits and Preferences of Different Player Groups
作者 林大維
中文摘要
新冠疫情爆發以來,已對全球產生巨大衝擊,在防疫、社會與經濟等各方面都遭受人類有史以來前所未有的挑戰,為瞭解疫情對遊戲玩家的影響,本研究根據遊戲動機理論,透過五位遊戲專家與問卷調查  位玩家,調查資料經因素分析與單因子變異數分析等方法進行探討。研究發現:一、有高達 .% 的人工作完全不受疫情影響,甚至有 .% 的人因防疫需要收入變多了,但也有 .% 受到嚴重的失業與減薪衝擊。且疫情對女性與服務業族群在「生活」的影響明顯大於對男性與其他產業族群的衝擊。二、不論平時或疫情期間,玩家最主要遊戲平台皆以行動遊戲為主。玩家最喜歡的遊戲美術風格類型以 D卡通 (.%) 最多,D 奇幻寫實 (.%) 次之。玩家在平時最喜歡的遊戲類型以休閒遊戲 (.%) 占最多,模擬遊戲 (.%) 次之。玩家在疫情期間主要增加的遊玩的遊戲類型為:動作類遊戲;另外玩家在疫情期間主要減少遊玩的遊戲類型是平台遊戲。三、經因素分析發現,遊戲玩家可分為:戰鬥殺手型、精通型、社交型、成就型、動作型、創造型、探險沉浸體驗型、超休閒型與療癒型等九種類型。四、不同「遊戲涉入」族群在疫情期間之「遊戲習慣與偏好」存在顯著差異與正相關,顯示越是高涉入族群受疫情影響遊戲的習慣與偏好也越大。五、疫情對戰鬥殺手型、精通型、社交型、動作型、創造型、成就型、探險沉浸體驗型與療癒型等八種類型之不同得分組別玩家,在「生活」與「遊戲習慣偏好」皆存在顯著差異與正相關,顯示疫情對這  類型玩家族群在生活上影響較大,對遊戲習慣與偏好的改變也越大。
英文摘要
The outbreak of the Covid- pandemic has had a huge impact. The world is facing unprecedented challenges in the history of mankind in epidemic prevention, social and economic aspects. In order to understand the impact of the epidemic on game players, this study consulted five game experts and surveyed players based on the theory of game motivation. The survey data were analyzed and discussed by means of factor analysis and analysis of variance. This study found that: ( ) Up to . % of people's jobs are completely unaffected by the epidemic, and . % of jobs receive even more income due to the need for epidemic prevention, while . % have been affected by severe unemployment and wage cuts. Moreover, the impact of the epidemic on the "life" of women and service industry groups is significantly greater than the impact on men and other industrial groups. ( ) During the epidemic or non-epidemic period, the most important game platforms for players have been mainly mobile games. The game art style that players like most is D cartoon ( . %), followed by D fantasy realism ( . %). During the non-epidemic period, players’ favorite game types were casual games ( . %), followed by simulation games ( . %). The type of games that players played more during the epidemic were action games; the type of games that players played less during the epidemic were platform games. ( ) Factor analysis found that game players can be classified into nine new types: combat killer, proficient, social, achievement, action, creative, adventure & immersion experience, hypercasual, and healing. ( ) There are significant differences and positive correlations in the "gaming habits and preferences" of different "game involvement" groups during the epidemic. The higher the " involvement group", the greater the effect on "habits and preferences of games" during the epidemic. ( ) There are significant differences and positive correlations between the "life" and "game habit preferences" of players in eight types of different score categories, including the battle-killer, proficient, social, action, creative, achievement, adventure & immersion experience and healing types. This shows that the greater the impact of the epidemic on the lives of these eight types of player groups, the greater the change in game habits and preferences.
起訖頁 1-31
關鍵詞 新冠疫情遊戲動機理論玩家類型遊戲習慣與偏好遊戲涉入生活影響Covid-19game motivation theoryplayer typesgame habits and preferencesgame involvementlife impact
刊名 臺中教育大學學報:人文藝術類  
期數 202212 (36:2期)
出版單位 國立臺中教育大學
該期刊-下一篇 「口語表達訓練」融入「經典文學與桌遊設計」微學分課程之研究
 

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