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博碩士論文 etd-0731114-004633 詳細資訊
Title page for etd-0731114-004633
論文名稱
Title
「滑」不釋手:以沉浸理論探討益智型行動遊戲之享樂經驗
Can't Stop Playing: Examining the Enjoyment on Mobile Puzzle Game Based on Flow Theory
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
106
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
2013-06-19
繳交日期
Date of Submission
2014-09-01
關鍵字
Keywords
Angry Birds、沉浸理論、遊戲獎勵、自尊、享樂、行動遊戲
mobile game, Flow Theory, Angry Birds, enjoyment, self-esteem, rewards
統計
Statistics
本論文已被瀏覽 5875 次,被下載 107
The thesis/dissertation has been browsed 5875 times, has been downloaded 107 times.
中文摘要
自觸控式智慧型手機、平板電腦等行動載具推出後,其人性化、流暢的操作方式,在全球掀起一股風潮,也使行動遊戲的市場隨之迅速擴大。本研究援引心理學領域的沉浸理論(Flow Theory),探討玩家在行動遊戲Angry Birds中沉浸下的享樂經驗,玩家技能與遊戲挑戰的高程度平衡為沉浸狀態的兩大形條件,不過本研究鑑於過去學者提出的沉浸理論缺失,加上Angry Birds本身的遊戲限制,本研究改採玩家行動遊戲經驗取代玩家技能的概念,透過玩家行動遊戲經驗與遊戲挑戰的平衡,檢驗行動遊戲沉浸下的享樂、遊戲獎勵與自尊。本研究共募集到173位受測者,採用多因子分析,以玩家行動遊戲經驗、遊戲挑戰與性別,探討玩家玩行動遊戲後獲得的遊戲獎勵與享樂感,並透過迴歸分析驗證享樂在遊戲獎勵與自尊間的中介效果。結果發現,經驗與挑戰的高程度平衡下,玩家能獲得的享樂感越高,不過卻對遊戲獎勵無顯著影響;本研究也發現,享樂作為遊戲獎勵與自尊的中介變數存在完全中介的關係,顯示遊戲獎勵雖不會直接顯著影響自尊,卻會透過享樂的提升,提升玩家遊戲後的自尊。
Abstract
This study attempts to explore the implications of rewards, enjoyment and self-esteem on mobile puzzle game based on the concept of flow. . A 2(experience: high v.s. low)×2(challenge: high v.s. low)×2 (sex: male v.s. female) factorial experiment was conducted, and 173 subjects played Angry Birds followed by the survey questionnaire measuring their flow state. The results showed that the balance between higher game challenge and higher players’ mobile gaming experience significantly increased game enjoyment rather than rewards. There was also a gender difference found in this study as males had significantly higher game enjoyment and rewards than their female counterparts. Furthermore, enjoyment was found to completely mediate the relationship between rewards and self-esteem. Theoretical implications on game enjoyment and player's psychological wellness are discussed and practical suggestions for mobile game design are also provided.
目次 Table of Contents
論文審定書 i
誌謝 ii
中文摘要 iii
英文摘要 iv
第一章 緒論 1
第一節 研究背景 1
第二節 研究動機與目的 4
第三節 研究問題 6
第四節 研究流程 8
第二章 文獻探討 9
第一節 沉浸理論(Flow Theory) 10
一、沉浸是什麼? 10
二、沉浸的模型 15
三、媒體沉浸的享樂 19
四、沉浸狀態下之平衡 22
五、性別與行動遊戲 25
六、沉浸與遊戲獎勵 27
第二節 自尊與行動遊戲 30
一、自尊 30
二、自尊與沉浸下的享樂 31
第三章 研究方法 35
第一節 研究架構 35
第二節 樣本和實驗設計 35
第三節 實驗工具與量表 36
一、實驗刺激物 36
二、實驗量表 38
第四節 預試 40
一、預試流程 40
二、預試結果分析 41
第五節 正式實驗流程 42
第六節 資料分析方法 44
一、敘述性統計 44
二、信效度分析 44
三、操弄性檢定 45
四、ANOVA變異數分析 45
五、迴歸分析 45
第四章 資料分析 46
第一節 敘述性統計分析 46
一、資料結構 47
二、智慧型行動載具之使用概況 48
三、行動遊戲之使用概況 50
第二節 信效度分析 53
一、信度分析 53
二、效度分析 55
三、調整後之量表 58
第三節 操弄性檢定 61
第四節 假說檢定 61
一、玩家行動遊戲經驗、遊戲挑戰對遊戲獎勵之變異數分析 62
二、性別對遊戲獎勵之變異數分析 62
三、玩家行動遊戲經驗、遊戲挑戰對享樂之變異數分析 63
四、性別對享樂之變異數分析 64
五、享樂作為遊戲獎勵與自尊間的中介效果檢定 65
六、小結 67
第五章 結論與建議 69
第一節 研究結論 69
一、影響遊戲獎勵與享樂之前置因素 69
二、性別與行動遊戲 71
三、享樂作為遊戲獎勵與自尊間的中介效果 72
第二節 研究結果之意涵 72
一、理論意涵 73
二、實務意涵 75
第三節 研究限制與未來建議 77
參考文獻 79
附錄 91
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