题名

The Comparison Study on Measurements of Flow Characteristics for Intellective Computer Game

并列篇名

以電腦益智遊戲進行心流特徵衡量之比較研究

DOI

10.6130/JORS.2009.22(1)3

作者

邱文志(Wen-Chih Chiou);楊明青(Ming-Ching Yang);王秀鑾(Shiow-Luan Wang)

关键词

心流特徵 ; 心理 ; 生理 ; 行爲指標 ; Flow characteristics ; psychology ; physiology indicators ; behavioral indicators

期刊名称

戶外遊憩研究

卷期/出版年月

22卷1期(2009 / 03 / 01)

页次

47 - 75

内容语文

英文

中文摘要

隨著電腦遊戲和數位內容之互動性不斷創新,人們透過瀏覽互動過程進入心流狀態並從中獲得樂趣。以往研究均採用活動後心流體驗量表來衡量心流體驗,衡量結果不僅容易受到受測者主觀填答及回憶正確性而產生偏差,而且亦無法量測活動過程之心流特徵狀態變化。本研究彙整文獻建立心流特徵之生理(腦波、皮膚電流反應及心跳)及行爲(臉部表情、聲音、眨眼及滑鼠成功點擊)衡量架構。爲說明衡量指標之應用,招募38位大學生體驗電腦益智遊戲,利用生理及行爲指標衡量玩家遊戲過程之專注、樂趣及控制心流特徵,並以遊戲後填答心流體驗量表進行心流特徵之比較。實驗結果顯示,生理及行爲指標之衡量結果一致性較佳,而且易於結合遊戲情境以探討玩家之心流狀態變化;心流體驗量表則較適用於概括性衡量,對於個別心流特徵衡量之一致性與解釋力較差。透過大樣本實證衡量模式,針對不同遊戲類型探討衡量指標取捨及衡量結果之影響,均值得後續研究予以探討。此一研究成果不僅有助於心流特徵衡量技術之擴展,遊戲設計者亦可結合生理及衡量指標即時量測玩家心流特徵狀態,並藉由動態調整遊戲情境以延長玩家心流體驗發生之頻率及強度。

英文摘要

With the development of personal computer (PC) games and Internet digital content, players can gain enjoyment and experience a flow status through the interactive process. Previous studies measured flow experiences through experience scale after activity. Such studies could easily lead to deviation due to the participants' subjectivity and recall incorrectness, and fail to measure the dynamic flow status during the activity. To illustrate the abovementioned statement, this study applied physiological and behavioral indicators to measure the flow characteristics on a PC intellective game. Participants' flow concentration, enjoyment, and control characteristics were measured during game playing by physiological indicators (brain wave, galvanic skin response, and heart rate) and behavioral indicators (facial expression, voice, eye blinking, and mouse clicking). Also, they were asked to fill out the flow experience scale after the activity. The different indicators were compared to find out which one has the better consistence of flow characteristics. The results indicated that physiological and behavior measurement indicators have better consistence; it was easy to link with game situation to discuss the dynamic flow status of participants. Future studies can further validate on the results on mass sample or different game categories. These findings are helpful to measuring flow characteristics, and also for instantaneously measuring flow status of players with physiological and behavioral measurement indicators, which could help game designers designing better PC games.

主题分类 人文學 > 地理及區域研究
社會科學 > 體育學
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