Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/133995
DC FieldValueLanguage
dc.contributor.advisor林日璇zh_TW
dc.contributor.advisorLin, Jih-Hsuanen_US
dc.contributor.author孫珮菁zh_TW
dc.contributor.authorSun, Pei-Chingen_US
dc.creator孫珮菁zh_TW
dc.creatorSun, Pei-Chingen_US
dc.date2020en_US
dc.date.accessioned2021-02-01T06:33:54Z-
dc.date.available2021-02-01T06:33:54Z-
dc.date.issued2021-02-01T06:33:54Z-
dc.identifierG0107464030en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/133995-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description傳播學院傳播碩士學位學程zh_TW
dc.description107464030zh_TW
dc.description.abstract本研究以遊戲研究中的「自然對應(Natural Mapping)」概念以及Deci和Ryan在1985年提出的「自我決定論(Self-determination theory,SDT)」切入,探究在虛擬實境中自然對應對玩家享樂感的影響。\n\n本研究以Skalski等人(2011)提出的遊戲控制器自然對應型態為架構,採用實驗法,以2(玩家類型:玩家vs.非玩家)x 2(自然對應:實際可觸摸自然對應vs. 定向自然對應)的參與者組間設計,透過研究《Nintendo Labo Toy-Con 04: VR Kit》沉浸式遊戲組,探討不同自然對應組別與不同玩家類型對於享樂感的影響。此外,加入空間臨場感與「自我決定論」中的自主性和勝任感需求滿足作為中介變項,進而探究空間臨場感與內在需求滿足,如何影響不同自然對應類型與不同玩家類型對於享樂感的影響。\n\n研究結果顯示:在虛擬實境環境中,實際可觸摸自然對應形式控制器的自然對應程度最高,並證實Tamborini等人(2010)之論述,具有較好自然對應的控制器,會產生更高程度的自主性與勝任感需求滿足,進而預測享樂感。此外也驗證Skalski等人(2011)提出,遊戲控制器的自然對應可以創造空間臨場感進而影響享樂感之觀點。zh_TW
dc.description.tableofcontents目 次\n\n第一章 緒論 1\n第一節 研究背景 1\n第二節 研究動機與目的 3\n\n第二章 文獻探討 5\n第一節 虛擬實境 5\n一、虛擬實境定義 5\n二、虛擬實境特質 5\n三、商業虛擬實境裝置 6\n四、Cardboard 8\n第二節 自然對應 11\n一、自然對應與心智模型 11\n二、自然對應形式 12\n第三節 臨場感 15\n一、臨場感 15\n二、空間臨場感與自然對應 16\n第四節 自我決定論 18\n一、自我決定論 18\n二、自然對應、空間臨場感、內在需求與享樂感之間關係 22\n第五節 玩家類型:玩家與非玩家 24\n第六節 玩家類型與內在需求的調節中介模型 26\n第七節 玩家類型與空間臨場感調節中介模型 27\n\n第三章 研究方法 28\n第一節 研究架構與假設 28\n一、概念架構 28\n二、研究假設 29\n第二節 實驗設計 31\n一、實驗設計 31\n二、實驗刺激物 32\n三、研究對象 35\n四、認知訪談 35\n五、實驗流程 36\n第三節 變項測量 38\n一、自變項 38\n二、中介變項 39\n三、調節變項 43\n四、依變項 44\n五、控制變項 45\n\n第四章 研究結果與分析 46\n第一節 實驗受試者樣本分佈 46\n第二節 量表信度檢測 48\n第三節 操弄檢定 49\n第四節 假設檢定 50\n一、假設一驗證 51\n二、假設二驗證 52\n三、假設三驗證 54\n四、假設四驗證 55\n五、假設五驗證 55\n六、假設六驗證 56\n七、假設七驗證 57\n八、假設八驗證 57\n九、假設九驗證 58\n十、假設十驗證 62\n十一、假設檢定小結 65\n\n第五章 研究結論與建議 67\n第一節 研究發現與討論 67\n一、操弄檢定 67\n二、自然對應、空間臨場感、內在需求滿足與享樂感之間關係 69\n三、玩家類型對於空間臨場感、內在需求滿足的調節效果 70\n四、玩家類型與內在需求之調節中介效果 72\n五、玩家類型與空間臨場感調節中介效果 72\n第二節 研究貢獻 73\n一、學術貢獻 73\n二、實務貢獻 75\n第三節 研究限制與未來研究建議 76\n一、研究限制 76\n二、未來建議 77\n\n參考文獻 78\n附錄 87zh_TW
dc.format.extent5945014 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0107464030en_US
dc.subject虛擬實境zh_TW
dc.subject自然對應zh_TW
dc.subject空間臨場感zh_TW
dc.subject自我決定論zh_TW
dc.title以自我決定理論探討VR遊戲中自然對應與玩家類型對享樂感的影響— 以《NINTENDO LABO TOY-CON 04:VR KIT》為例zh_TW
dc.titleThe Effect of Natural Mapping and Player Types on Enjoyment in a VR Game.en_US
dc.typethesisen_US
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A process model of the formation of spatial presence experiences. Media. Psychology, 9(3), 493–525.\nWu, D. -Y., & Lin, J. -H. (2018). Ways of Seeing Matter: The Impact of a Naturally. Mapped Perceptual System on the Persuasive Effects of Immersive Virtual Reality Advertising. Communication Research Reports, 35(5), 434-444.zh_TW
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