题名

身體運動在Switch體感遊戲中所傳達的玩家體驗

并列篇名

The Player Experience Conveyed by the Body Movement in the Switch Somatosensory Games

作者

林大偉(Ta-Wei Lin)

关键词

身體運動 ; 遊戲控制器 ; 玩家體驗 ; Switch體感遊戲 ; Body Movement ; Game Controller ; Player Experience ; Somatosensory Games

期刊名称

設計學報

卷期/出版年月

26卷4期(2021 / 12 / 01)

页次

1 - 24

内容语文

繁體中文

中文摘要

玩家在遊戲過程中的身體運動,可能來自於遊戲控制器的互動特性?或者,也可能是遊戲任務使然?本研究企圖辨識其中的差異,嘗試解釋身體運動的「量」所可能傳達玩家體驗的「質」。據此,本研究以Switch平台為基礎,提出「控制方案」和「遊戲類型」二項自變數,並建構一項用來檢驗玩家體驗的類實驗。其中,「控制方案」共有自然映射和抽象映射二個水準,分別以體感控制器和手柄為代表;「遊戲類型」共有冒險、格鬥、賽車和射擊四個水準,分別以四款可同時提供體感和基本玩法的Switch遊戲為代表。24位受測者參與實驗,以拉丁方格分配依序經歷由二項自變數所交乘的八個情境,屬於組內設計。受測者參與單一情境的身體運動以天花板上的相機記錄,其運動軌跡以圖素為單位轉換成「運動率」,被視為客觀依變數。受測者在單一情境之後以自陳報告回報五項主觀感受,包括緊張感、享受感、流暢感、掌控感和舒適感,前三者與沈浸感有關,後二者與互動性有關,被視為主觀依變數。結果發現:(a)控制方案和遊戲類型均顯著影響運動率,並有交互作用;(b)與沈浸感有關的緊張感、享受感和流暢感,受到遊戲類型的顯著影響;(c)與互動性有關的掌控感和舒適感,受到控制方案或遊戲類型的顯著影響,但無交互作用;(d)以整體來看,運動率對於緊張感的統計解釋力達3.1%;(e)以控制方案來看,運動率在手柄模式對於緊張感的統計解釋力可達8.8%;而在體感模式對於享受感的統計解釋力達5.4%;(f)以遊戲類型來看,運動率在神臂鬥士和漆彈二款遊戲未能解釋五項主觀感受;在奧德賽對於掌控感的統計解釋力可達10.2%;在賽車對於緊張感和掌控感的統計解釋力分別可達16.4%和8.0%。綜上所述,運動率可以根據控制方案或遊戲類型之屬性而預測玩家體驗的特定項目,可被視為具潛力的內隱測量依據。

英文摘要

Whether the body movement during the game process comes from the interactive features of game controller, or game tasks? The study suggests two independent variables: "controlling approaches" and "game genres". The "controlling approaches" have two levels: the natural mapping and abstract mapping, represented by the somatosensory controller and the gamepad, respectively. For the "game genres," the four levels consist of adventure, fighting, racing, and shooting, represented by four different switch games which may be played in somatosensory manner or gamepad. 24 subjects participated the experiment, and were allocated to eight scenarios cross-multiplied by the two independent variables, as a within-subject design. The body movement tracks recorded by the camera on the ceiling when each subject participating each scenario, were converted to the "motion rate," deemed as the objective dependent variable. After scenario, the subjects report the five subjective feelings with self-reports, including: Tension, enjoyment, smoothness, control, and comfort. It is found that (a) both "controlling approaches" and "game genres" influence the motion rate significantly, with an interaction; (b) tension, enjoyment, and smoothness that relate to the immersion, are significantly influenced by "game genres"; (c) control and comfort that relate to the interaction, are significantly influenced by "controlling approaches" or "game genres", without any interaction; (d) as a whole, the statistic predictive power of the motion rate to the tension reaches 3.1%; (e) from the view of "controlling approaches", the motion rate's statistic predictive power to the tension under the gamepad mode is 8.8%, and under the somatosensory mode is 5.4% to the enjoyment; (f) from the view of "game genres", the motion rates of "ARMS" and "Splatoon 2" are unable to explain the five subjective feelings; the motion rate of "Super Mario Odyssey" has the statistic predictive power of 10.2% to control, and the motion rate of "Super Marion Kart 8" has the statistic predictive power of 16.4% and 8.0% to tension and control, respectively. In nutshell, the motion rate may predict a specific item of the player experience based on the properties of "controlling approaches" or "game genres", and is deemed a potential basis of the implicit measurement.

主题分类 人文學 > 藝術
社會科學 > 傳播學
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