题名

非休閒遊戲的玩家動機-以任天堂DS爲例

并列篇名

The Players' Motivation of Serious Games: A Case Study of Nintendo DS

DOI

10.6144/JIC.2011.0201.05

作者

張祐銘(Yu-Ming Chang);張弘毅(Hong-I Chang)

关键词

非休閒遊戲 ; 玩家動機 ; 掌上型遊戲 ; 數位遊戲 ; Serious games ; Player motivation ; Handheld console games ; Digital games

期刊名称

資訊傳播研究

卷期/出版年月

2卷1期(2011 / 10 / 01)

页次

81 - 98

内容语文

繁體中文

中文摘要

有鑑於非休閒遊戲(Serious Games)在東方文化的高接受度,也鑑於台灣機件設計的既有優勢,本研究針對任天堂DS遊戲機台之非休閒遊戲玩家進行焦點團體座談,以探討其使用動機,並據此與國內數位遊戲廠商進行深度訪談,以瞭解可能的經營之法。研究團隊檢視的產品有:「川島隆太教授的DS腦力強化訓練」、「妙廚老媽」、「任天狗」、「超執刀」。本研究結果發現,玩家使用動機包括:遊戲主題、遊戲機特色、同儕社交與競爭,以及消磨時間與減輕壓力等。本文最後另將針對於國內掌上型遊戲機平台與非休閒遊戲發展,提出營運建議。

英文摘要

This case study is aimed at exploring the players' motivation of serious games on Nintendo DS platform by a focus-group discussion. On the basis of the discussion, the researchers conducted a series of in-depth interviews with the priming game developers from the local game companies. Several products were chosen and assessed including: ”Brain Age,” ”Cooking Mama,” ”Nintendogs,” and ”Trauma Center.” The study found that the players' motivation of serious games includes: the subject of game, the attributes of game, peer interaction and competition, time spending, and pressure reduction. At the end, this paper is wrapped up by providing a set of suggestions for operation of serious games on the handheld platform.

主题分类 社會科學 > 傳播學
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被引用次数
  1. 張玉佩(2012)。台灣線上遊戲的在地情境與全球化文化流動。新聞學研究,113,77-122。