Please use this identifier to cite or link to this item: https://ah.nccu.edu.tw/handle/140.119/134188


Title: 步行模擬遊戲中使用者非目的性探索行為之研究
The Role of Non-goal-oriented Exploration in Walking Simulator Games
Authors: 莊景翔
Chuang, Ching-Hsiang
Contributors: 林玲遠
李蔡彥

Lin, Ling-Yuan
Li, Tsai-Yen

莊景翔
Chuang, Ching-Hsiang
Keywords: 步行模擬
數位遊戲
遊戲敘事
非目的性探索
Walking simulators
Video games
Game narrative
Non-goal-oriented exploration
Date: 2021
Issue Date: 2021-03-02 14:52:50 (UTC+8)
Abstract: 步行模擬字面上是一種以走路為主要操作方式的遊戲,但這個類型標籤從2014年被提出至今,遊戲社群依舊對這類遊戲缺乏充足的理解。為了重新釐清步行模擬遊戲的機制特色,以及它對未來的使用者與遊戲開發者有何種啟示,本研究提出以觸發使用者「非目的性探索」為機制特色的設計方法,並主張因為步行模擬大幅度降低遊戲既定印象的元素,讓使用者能夠在遊戲過程中主觀定義如何獲得與獲得什麼樣的樂趣,所以這些遊戲作品可以喚起不同文化社群與學術領域研究者的好奇心,甚至成為缺乏遊戲經驗的使用者踏入此文化圈的嚮導。
為了驗證上述主張,本研究以單一案例《旋風搶案》進行觀察實證。本研究共徵求八位受測者進行完整的遊戲體驗,並藉由行為紀錄表與半結構式訪談法觀察使用者在《旋風搶案》中會如何展現非目的性探索行為,以及此行為在有無遊戲習慣的使用者之間所存在的異同處。最後,本研究發現,擁有遊戲習慣的使用者對數位遊戲有著較為一致而特定的期待,因而無法在步行模擬遊戲中擁有良好的體驗。另一方面,不具遊戲習慣的使用者較常在遊戲中展現非目的性探索行為,並在數次探索,反覆賦予空間意義後,創造出各自獨立的敘事體驗以及多元的美感樂趣。
“Walking simulator” is a controversial tag for video games that generally eschew any type of gameplay outside of movement and environmental interaction based on walking around. It is generally considered that the fun of exploration and discovery is the driving appeal of walking simulators. This paper argues that the non-goal-oriented exploration is an important game mechanism that has not been taken seriously. In walking simulator games, users cannot expect to encounter the challenges and tasks in mainstream games, but in this way, they can perceive the fun of the game in a more flexible and active way. Therefore, this type of game has the potential to arouse the curiosity of researchers in different cultural communities and academic fields, and even become a stepping stone for users who lack game experience to enter the game world.
This study uses the 2015 walking simulator game Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist to carry out a four-steps research. Eight participants were asked to complete the whole game. Through observation and interviews, the behaviors and feelings of these participants were recorded and analyzed. This study explores how they perform non-goal-oriented exploration in walking simulator games, and how the performance differs between different player types.
The results demonstrate that users with gaming habits often have specific expectations toward video games, and therefore it is more difficult to get good experience in walking simulator games. On the other hand, users who do not have gaming habits are more likely to be triggered by the surrounding environment and to perform non-goal-oriented exploration behaviors. During their exploration, they repeatedly endow the space with meaning, creating their own narrative and aesthetic pleasures.
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Description: 碩士
國立政治大學
數位內容碩士學位學程
107462013
Source URI: http://thesis.lib.nccu.edu.tw/record/#G0107462013
Data Type: thesis
Appears in Collections:[數位內容碩士學位學程] 學位論文
[數位內容碩士學位學程] 學位論文

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