英文摘要 |
Typically, gamers may leave games when games themselves could no longer afford gamers a state of immersion. Still, there are gamers who fight against dullness, managing to create new basic rules and exploring pleasure in the game. Such phenomena could be observed in the gaming world, but how gamers’ come up with the competences of regamifying the gamified environment is still obscure and has not received much attention in academia. From the perspective of Hard Fun and the phenomenon of yarikomi in the gaming world, the present study bolstered a concept of re-gamification with empirical evidence. The research context was located at a pioneering gamified educational platform, where elementary school gamers engaged in various educational activities for six years. Through observation, interviews, and the collection of related documents, the present study unveiled the competences of re-gamification exhibited by student gamers. The research question is “What are the re-gamifying competences on gamified educational platform?” Three themes have been generated from the present study. First, the typing game based on Flow Theory vs. the re-gamification of debugging for fun. Second, the procedural learning game of managing a bookstore vs. the re-gamification of decorating bookstore entrance and finding eccentric stocks. Third, the bookstore game, originally designed for running bookstore business, had been re-gamified into an alternative escape room game. All the above instances were self-initiated by student gamers and suggested empirical evidence of re-gamification. In a nutshell, the present study demonstrated student gamers’ agency and practice of re-gamification, which echoed the re-gamifying competences found in commercial games. Apparently, re-gamifying competences of gamers have come to the stage of conceptualizing and theorizing, which definitely deserves further exploration and investigation. |