题名

不同體感操控介面對搜尋及閃躲任務之遊戲經驗比較研究-以遊戲相關設計科系背景的學生為例

并列篇名

A Comparative Study on Game Experience of Searching & Dodging Missions between Different Control Interfaces-Design Major College Students as an Example.

DOI

10.6381/JD.201209.0001

作者

李來春(Lai-Chung Lee);郝光中(Kuang-Chung Hao);鄭宇翔(Yu-Hsiang Cheng)

关键词

體感遊戲 ; 遊戲難易度 ; 遊戲經驗問卷 ; 光點辨識 ; Physical Interactive ; Game Level ; Game Experience Questionnaire ; Light Spot Recognition

期刊名称

設計學報

卷期/出版年月

17卷3期(2012 / 09 / 01)

页次

1 - 22

内容语文

繁體中文

中文摘要

近年來,當電玩遊戲內容與視覺效果逐漸提升的同時,科技與創意也帶動遊戲操控介面的變革,然而,在遊戲操控介面演進的同時,不僅代表著人機介面的進化,更改變了人們對於遊戲的觀念與型態,從2006年任天堂公司的Wii推出之後,遊戲操控介面開始進入體感操控的時代,2010年10月微軟推出不需要任何外部裝置輔助就能進行遊戲的Kinect。因此,本研究應用與Kinect原理相近的光點辨識技術及Wii控制器兩種操控介面,以實地實驗法及問卷調查法對82位遊戲相關設計科系背景的受測者進行研究,探討不同操控介面對於搜尋及閃躲任務遊戲經驗之差異,以及操控介面對於遊戲事後經驗之差異等二個研究目的。研究結果發現,透過較少外部裝置輔助的光點操控介面,較Wii控制器操控介面能增加身體活動的能圈,更能增加玩家在遊戲中的專注程度、沉浸程度,並提高挑戰性及帶來的較佳正面情緒;同時,也提高玩家在遊戲事後經驗的疲倦感及回到現實的感覺,並有著較佳的正面經驗。綜合以上推論,在搜尋及閃躲類遊戲中,可以預期不透過外部裝置輔助的遊戲操控介面,將成為未來遊戲操控介面發展的趨勢。

英文摘要

In recent years, when the content and visual effect of digital game are quickly boosted, the interface of digital game has also been evolved by technology and innovation. This evolution not only represents the development of Human-Computer Interaction but also changes user's concept of digital games. Since Nintendo Wii was invented in 2006, the digital game interface has evolved into a Physical Interactive era. Microsoft released Xbox360 Kinect in 2010, with which people can play games without any external devices. Therefore, in this study two different interfaces of Physical Interactive were explored. One is called light spot recognition technology to substitute for Project Natal, and the other is Nintendo Wiimote. In this study we also conducted the comparison of game experience between two interfaces, the comparison of game experience on mission of searching and dodging with different levels of game, and the comparison of post-game experience between two interfaces by 82 design major college students as subjects.According to results of this study, the subjects who play games by light spot interface not only have more freedom to control than those who play by Wiimote interface, but they also can perform significantly better in ”Flow”, ”Immersion”, ”Challenge”, ”Positive affect”, ”Tiredness”,”Returning to reality”, and ”Positive experience” elements during playing games. In addition, the higher degrees of difficulty of game will increase the level of ”Flow”, ”Immersion”, ”Challenge”, ”Positive affect”, but decrease the level of ”Negative affect” elements. Therefore, it is expectable that the interface of digital game without external devices will become the main stream of game development.

主题分类 人文學 > 藝術
社會科學 > 傳播學
参考文献
  1. PrimeSense (2010). The PrimeSensor Technology. Retrieved Sept 10, 2010, from http://www.primesense.com/en/technology/115-the-primesense-3d-sensing-solution
  2. PlayStation(2010)。什麼是PlayStation®Move。Retrieved Oct 27, 2010, from http://asia.playstation.com/move/tw/ PlayStation (2010). What is PlayStation®Move。Retrieved Oct 27, 2010, from http://asia.playstation.com/move/tw/ [in Chinese, semantic translation]
  3. VGChartz (2011). Software total. Retrieved Sept 20, 2011, from: http://www.vgchartz.com/worldtotals.php
  4. Wii (2010). Wii motion plus. Retrieved Aug 10, 2010, from: http://wiisportsresort.com/#/wiimotionplus
  5. Howland, G. (1998). Game design: The essence of computer games. Retrieved Sept 17, 2010, from: http://www.techcorn.com/TechCorner.dll/FileViewer?fid=56
  6. X box(2010)。隆重介紹Kinect for Xbox 360. Retrieved Oct 23, 2010, from: http://www.xbox.com/zh-tw/Kinect/ X box (2010). Introducing Kinect for Xbox 360. Retrieved Oct 23, 2010, from: http://www.xbox.com/zh-tw/Kinect/ [in Chinese, semantic translation]
  7. Chou, T. J.,Ting, C. C.(2003).The role of flow experience in cyber-game addiction.CyberPsychology and Behavior,6(6),663-675.
  8. Csikszentmihalyi, M.(1990).Flow: The psychology of optimal experience.New York, NY:Harper Perennial.
  9. Gilleade, K. M.,Dix, A.,Allanson, J.(2005).Affective videogames and modes of affective gaming: Assist me, challenge me, emote me.Proceedings of DiGRA 2005: Changing Views-Worlds in Play,Vancouver, Canada:
  10. Grimshaw, M.,Lindley, C. A.,Nacke, L.(2008).Sound and immersion in the first-person shooter: mixed measurement of the player's sonic experience.Proceedings of Audio Mostly, Conference on Interaction with Sound,Piteå, Sweden:
  11. Hsu, C. L.,Lu, H. P.(2004).Why do people play on-line games? An extended TAM with social influences and flow experience.Information & Management,41(7),853-868.
  12. IJsselsteijn, W. A.,Poels, K.,de Kort, Y. A. W.(2008).Measuring the experience of digital game enjoyment.Proceedings of Measuring Behavior 2008,Maastricht, Netherlands:
  13. Kiili, K.(2005).Digital game-based learning: Towards an experiential gaming model.Internet and Higher Education,8(1),13-24.
  14. Mandryk, R. L.(2004).Vienna, Austria,Simon Fraser University.
  15. Nacke, L.,Lindley, C. A.(2008).Flow and Immersion in First-Person Shooters: Measuring the player's gameplay experience.Proceedings of the Conference on Future Play,Toronto, Ontario, Canada:
  16. Nacke, L.,Stellmach, S.,Sasse, D.,Lindley, C. A.(2009).Gameplay experience in a gaze interaction game.Proceedings of the 5th Conference on Communication by Gaze Interaction- COGAIN 2009: Gaze Interaction For Those Who Want It Most,Lyngby, Denmark:
  17. Schou, T.,Gardner, H. J.(2007).A Wii remote, a game engine, five sensor bars and a virtual reality theatre.Proceedings of the 19th Australasian conference on Computer Human Interaction: Entertaining User Interfaces,New York, NY:
  18. Stellmach, S.(2007).,Magdeburg, Germany:Otto-von-Guericke-University.
  19. Sukthankar, R.,Stockton, R. G.,Mullin, M. D.(2000).Self-calibrating camera-assisted presentation interface.Proceedings of ICARCV'00, International Conference on Automation, Control, Robotics and Computer Vision,Singapore:
  20. Sweetser, P.,Wyeth, P.(2005).GameFlow: A model for evaluating player enjoyment in games.ACM Computers in Entertainment,3(3),1-24.
  21. Thomas, P.,Macredie, R. D.(2002).Introduction to the new usability.ACM Transactions on Computer-Human Interaction,9(2),9-73.
  22. 吳明隆(2006)。SPSS統計應用學習實務:問卷分析與應用統計。台北市=Taipei:易習=Book City。
  23. 李佳勳(2002)。台南市=Tainan, Taiwan,國立成功大學建築學系碩士班=National Cheng Kung University。
  24. 林宜炫(2006)。台中市=Taichung, Taiwan,國立勤益技術學院企業管理研究所=National Chin-Yi University of Technology。
  25. 張維琪(2008)。新竹市=Hsinchu City, Taiwan,國立交通大學理學院網路學習學程碩士班=National Chiao Tung University。
  26. 梁啟新(2008)。新竹市=Hsinchu City, Taiwan,國立交通大學建築研究所=National Chiao Tung University。
  27. 黃俊傑(2004)。新北市=New Taipei City, Taiwan,輔仁大學資訊管理研究所=Fu-Jen Catholic University。
  28. 簡茂發、劉湘川(1993)。二分法記分測驗簡捷信度估計公式之研究。測驗年刊,40,169-188。