英文摘要 |
In order to explore the abstract feelings and the specific design features of the functions and interfaces operated by the game players of Pokémon GO, this study, based on Miryoku Engineering and the Evaluation Grid Method, interviewed 20 frequent users to get 38 concrete features of game design and six original evaluations items of game design; Moreover, 233 subjects were divided into high, medium, and low involvement groups according to CIP measures, and then this study used Multiple Regression analysis to determine whether players with different levels of involvement had different perceptions of the design features of Pokémon GO. The results found that there were many perception differences in different involvement groups. The design feature significantly influencing only high-involvement group was “Pokémon characters which exhibit real biological growth, such as tadpoles becoming frogs”. Ones influencing only medium-involvement group were “The designed supply stations to which players must get near in order to obtain items”, “Wonderful special effects when Pokémon evolve”, and so on. Ones influencing only low-involvement group were “The cute Pokémon characters”, “The designs of conquering gyms to make players form alliances”, and so on. Only two concrete design features significantly influenced all three groups:“Hatching eggs to get Pokémon, in addition to catching wild Pokémon” and “The designs of training Pokémon to battle other Pokémon and conquer gyms”. This study builds a process obtaining concrete design features of mobile games through this case and the results can serve as an orientation and innovation during design decision-making in Augmented Reality games. |