题名

遊戲可玩性之通則探討

并列篇名

General Discussion of Gameplay

作者

陳靜儀(Ching-Yi Chen);蔣世寶(Shyh-Bao Chiang);賴盈雯(Ying-Wun Lai)

关键词

遊戲 ; 可玩性 ; 心流理論 ; 內容分析法 ; Game ; Playability ; Flow theory ; Content analysis

期刊名称

嶺東學報

卷期/出版年月

35期(2014 / 07 / 01)

页次

127 - 146

内容语文

繁體中文

中文摘要

隨著科技開發,相關遊戲產業蓬勃發展,甚至滲入我們的生活當中,但是也隨著遊戲的發展,同樣性質的遊戲也不斷出現,造成遊戲重複性的現象,這個現象使得玩家對於該類型的遊戲漸漸地失去興趣,因此對於遊戲設計師來說,如何設計出一款獨特又好玩的遊戲十分重要。構成遊戲的因素即稱為可玩性,本研究藉由文獻資料整理並探討玩家與遊戲的關聯性,藉此分析出遊戲可玩性的通則,而根據文獻資料選Clanton、Jarvinen、Helio、Mayra、Desurvire、Caplan、Jozsef、陳祈年、蔡佳倫等學者作為「可玩性」的分析依據,最後結果顯示遊戲介面、遊戲機制、遊戲互動這三個項目為所有學者對於遊戲可玩性都認定的因素,也發現這三個項目和最早提出可玩性的學者Clanton一模一樣,因此推論為遊戲最基本的構成基礎。

英文摘要

With the development of technology, relevant industries of games have been flourishing and even permeated through our daily life. However, with the development of games, there have constantly been launches of games of their same kind, bringing about the phenomenon of repetitiveness of games. This phenomenon has led to the loss of players' interests in playing those games. Therefore, for a game designer, how to design a unique and interesting game is very important. In addition, the component of game is called Playability. This research investigates the correlation between player and game through works of reference and analyzes the generalization of Playability of games. With documents from scholars as Clanton, Jarvinen, Helio, Mayra, Desurvire, Caplan, Jozsef, Chi-Nien Chen, and Chia-Lun Tsai as references for the analysis of Playability, there are three features being concluded. The interface, system, and interactivity of games are characteristics that all the scholars regard as factors of games' Playability. Moreover, these features are found to be the same as those proposed by scholar Clanton, who was the first person proposing the idea of Playability. As a result, these characteristics are considered as the main basic elements of constituting games.

主题分类 人文學 > 人文學綜合
人文學 > 歷史學
基礎與應用科學 > 資訊科學
社會科學 > 社會科學綜合
参考文献
  1. 周文修、曾彥能(2011)。數位休閒遊戲愉悅性之評估與分析。設計學研究,14(2),47-70。
    連結:
  2. 洪維聯、黃志方、陳菁惠(2012)。音樂節奏遊戲之可玩性研究─以《節奏天國》為例。資訊傳播研究,3(1),43-57。
    連結:
  3. Nokia. (2003). Nokia Series 40 J2METM Game Usability Guidelines and Implementation Model..
  4. Ermi, L.,Mäyrä, F..Fundamental components of the gameplay experience: Analysing immersion.Changing views: Worlds in play - selected papers of the 2005 Digital Games Research Association's Second International Conference,Vancouver:
  5. Finneran, Christina M.,Zhang, Ping(2005).Flow in computer-mediated environments: promises and challenges.Communications of the Association for Information Systems,15,82-101.
  6. Holsti, O.R.(1969).Content analysis for the social sciences and humanities.Reading, Mass.:Addison-Wesley Pub.Co..
  7. Kiili(2012).The design principles for flow experience in educational games.Procedia Computer Science,15
  8. 陳祈年(2005)。碩士論文(碩士論文)。國立交通大學。
  9. 楊立煒(2009)。碩士論文(碩士論文)。國立交通大學。
  10. 管倖生、阮綠茵、王明堂、王藍亭、李佩玲、高新發、盧麗淑(2010)。設計研究方法
  11. 趙晨帆(2010)。碩士論文(碩士論文)。國立中正大學。
  12. 蔡佳倫(2007)。碩士論文(碩士論文)。國立交通大學。
  13. 龍明志(2011)。碩士論文(碩士論文)。國立交通大學。