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博碩士論文 etd-0628117-224015 詳細資訊
Title page for etd-0628117-224015
論文名稱
Title
寶可夢無所不在:探討擴增實境手機遊戲之享樂感及其對地方依附之影響
Pokémon Go Everywhere: Exploring Location-Based Augmented Reality Mobile Game Enjoyment and its Influence on Place Attachment
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
140
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2017-07-28
繳交日期
Date of Submission
2017-08-08
關鍵字
Keywords
地方依附感、擴增實境、寶可夢、共存感、認知遊戲真實性、認知擁擠感、遊戲享樂感
Perceived game reality, Augmented reality, Place attachment, Game enjoyment, Perceived crowding, Copresence, Pokémon Go
統計
Statistics
本論文已被瀏覽 5791 次,被下載 31
The thesis/dissertation has been browsed 5791 times, has been downloaded 31 times.
中文摘要
寶可夢於去年七月在美國甫一推出,即受到全球關注,八月於台灣推行時,抓寶更成為了全民運動。寶可夢遊戲打破過往遊戲在室內玩的限制,使得玩家可以享受室外玩遊戲的樂趣,並輔以最新的擴增實境和行動定位技術,創造出了全新的遊戲體驗。本研究依據寶可夢遊戲特性以及實際遊玩狀況,檢視了認知遊戲真實性、共存感、擁擠感等因素對於寶可夢遊戲享樂感之影響。研究發現模擬真實性、自由選擇權、整合存在、感官滲透以及共存感等,都對遊戲享樂感有正向的影響,相反地,擁擠感則顯著降低玩家的享樂感。本研究接著討論遊戲態度對於地方依附感的作用,研究結果顯示,遊戲涉入程度會影響地方依附感的形成,又遊戲涉入會完全中介遊戲享樂和地方依附之間的關係。本研究探索了最新的擴增實境融合行動定位服務手機遊戲的享樂感成因,並將所形成的遊戲態度延伸至地方依附感,將環境心理學概念應用至遊戲研究領域,最後依據結果提供給未來的遊戲開發者設計遊戲的相關建議。
Abstract
As Pokémon Go have drawn worldwide public attention, location-based augmented reality (AR) mobile games becomes an important topic for researchers and practitioners. This study proposed an initial theoretical model in an attempt to understand determinants of game enjoyment generated from location-based AR mobile game and the study went one step further to examine the influence of positive game attitude on place attachment. By analyzing survey data through Pokémon Go players in Taiwan (N = 1088), results found that simulational realism, freedom of choice, integrated presence, perceptual pervasiveness and copresence had significant effects on game enjoyment. However, perceived crowding negatively influenced game enjoyment. Furthermore, location-based mobile game involvement completely mediated the relationship between game enjoyment and place attachment. This study successfully applied environmental psychological concepts into game research and provided empirical suggestions towards future game designers.
目次 Table of Contents
THESIS VALIDATION LETTER i
ACKNOWLEDGEMENTS ii
ABSTRACT (Chinese) iii
ABSTRACT (English) iv
TABLE OF CONTENTS v
LIST OF FIGURES vii
LIST OF TABLES viii
Chapter I: Introduction 1
1.1 Background 1
1.2 Research motivations and objectives 4
1.3 Research questions 9
Chapter II: Literature Review 10
2.1 Perceived game reality 10
2.1.1 Definition of perceived reality 10
2.1.2 Dimensions of perceived game reality 11
2.1.3 Perceived game reality and game enjoyment 16
2.2 Perceived crowding 22
2.3 Theory of copresence 24
2.3.1 Definition of copresence 24
2.3.2 Copresence and enjoyment 26
2.4 Game involvement 28
2.4.1 Definition of game involvement 28
2.3.2 Antecedents of game involvement 30
2.5 Place attachment 33
2.5.1 Definition of place attachment 33
2.5.2 Antecedents of place attachment 36
Chapter III: Research Method 39
3.1 Research model 39
3.2 Research design 40
3.3 Data collection 40
3.4 Measurements 43
3.5 Pretest 45
3.5.1 Demographic analysis for pretest 45
3.5.2 Measurement assessment for pretest 47
Chapter IV: Data Analysis 52
4.1 Descriptive analysis 52
4.2 Normality test 60
4.3 Reliability and validity analysis 61
4.3.1 Discriminant validity 71
4.4 Structural equation model fit assessment 72
4.5 Structural model analysis and hypotheses testing 73
4.5.1 Mediation analysis 75
Chapter V: Conclusion and Suggestion 79
5.1 Summary of results 79
5.2 Contribution 84
5.2.1 Theoretical implications 84
5.2.2 Managerial implications 87
5.3 Research limitations and suggestions 90
REFERENCES 93
APPENDIX 123
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