Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/134188
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dc.contributor.advisor林玲遠<br>李蔡彥zh_TW
dc.contributor.advisorLin, Ling-Yuan<br>Li, Tsai-Yenen_US
dc.contributor.author莊景翔zh_TW
dc.contributor.authorChuang, Ching-Hsiangen_US
dc.creator莊景翔zh_TW
dc.creatorChuang, Ching-Hsiangen_US
dc.date2021en_US
dc.date.accessioned2021-03-02T06:52:50Z-
dc.date.available2021-03-02T06:52:50Z-
dc.date.issued2021-03-02T06:52:50Z-
dc.identifierG0107462013en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/134188-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description數位內容碩士學位學程zh_TW
dc.description107462013zh_TW
dc.description.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。\n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。zh_TW
dc.description.abstract“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.\nThis 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.\nThe 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.en_US
dc.description.tableofcontents第一章 研究導論 1\n1.1步行模擬遊戲的議題性 1\n1.1.1遊戲機制上的爭議 3\n1.1.2遊戲社群上的爭議 7\n1.2研究動機 9\n1.3研究目的 11\n第二章 文獻探討 12\n2.1步行模擬的相關研究 12\n2.2從美感樂趣看步行模擬的機制特色 13\n2.2.1步行體驗 13\n2.2.2空間探索 15\n2.3概念聚焦 17\n2.3.1飄移理論 18\n2.3.2主觀體驗的觸發 20\n2.4小結 20\n第三章 研究方法 22\n3.1主題探討 22\n3.1.1非目的性探索 22\n3.1.2玩家類型 24\n3.2研究主張 24\n3.3研究流程 25\n3.3.1案例介紹 25\n3.3.2研究步驟 27\n3.4資料整理 30\n第四章 研究分析 31\n4.1分析與討論 31\n4.1.1互動行為上的差異 31\n4.1.2回饋感受上的差異 34\n4.1.3美感樂趣上的差異 37\n4.2受測者的玩家類型 40\n4.2.1 A類玩家的特性 40\n4.2.2 B類玩家的特性 40\n4.3非目的性探索 42\n第五章 研究結論 43\n5.1總結 43\n5.2反思 44\n參考文獻 45\n附錄 48\n附件:個案A1的行為紀錄表 48zh_TW
dc.format.extent2416498 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0107462013en_US
dc.subject步行模擬zh_TW
dc.subject數位遊戲zh_TW
dc.subject遊戲敘事zh_TW
dc.subject非目的性探索zh_TW
dc.subjectWalking simulatorsen_US
dc.subjectVideo gamesen_US
dc.subjectGame narrativeen_US
dc.subjectNon-goal-oriented explorationen_US
dc.title步行模擬遊戲中使用者非目的性探索行為之研究zh_TW
dc.titleThe Role of Non-goal-oriented Exploration in Walking Simulator Gamesen_US
dc.typethesisen_US
dc.relation.referenceBailey K. (2019). Death stranding review: the boldest, and most perplexing, game of 2019. USgamer. Retrieved from: https://www.usgamer.net/articles/death-stranding-review\nBateman C. (2014). Empirical game aesthetics. From Bateman C., Handbook of Digital Games (pp. 411-443). NJ: John Wiley & Sons, Inc.\nBiggin R. (2017). Play the story: an approach to narrative in immersive theatre. Immersive Theatre and Audience Experience, (pp.157-176). London: Palgrave MacMillan.\nBizzocchi J. (2007). Games and narrative: an analytical framework. Proceedings of CGSA 2006 Symposium.\nCarbó-Mascarell R. (2016). Walking simulators: the digitisation of an aesthetic practice. DiGRA/FDG `16 - Proceedings of the First International Joint Conference of DiGRA and FDG, 1(13), 1-15.\nClark N. (2017). A brief history of the “walking simulator,” gaming`s most detested genre. Salon.com. Retrieved from: https://www.salon.com/2017/11/11/a-brief-history-of-the-walking-simulator-gamings-most-detested-genre/\nDarby K. (2018). Where is the game? : walking simulators as pedestrian performances. Paper presented at Beyond The Pedestrian: Walking in Research, Theory, Practice and Performance. School of Environmental Sciences, The University of Liverpool.\nDebord G. (1958). Theory of the derive, reprinted in Internationale Situationniste #2. Translated by Knabb K. Retrieved from:\nhttps://www.cddc.vt.edu/sionline/si/theory.html?fbclid=IwAR3OJjICfoKafXJqVFEAHp26xROqv6K7B8E3ZIsC--Op5OK3rT7lEKmZxBA\nFlores M. (2016). Theory of the derive, The Archiologist. Retrieved from: https://thearchiologist.com/article/theory-of-the-derive\nFredner E. (2014). The year in anti-games, Kill Screen. Retrieved from: https://killscreen.com/previously/articles/year-anti-games/\nHunicke R., Leblanc M., & Zubek R. (2004). MDA: a formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, 4(1), 1722.\nJenkins H. (2004). Game design as narrative architecture. First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press.\nKagen M. (2017). Walking simulators, #GamerGate, and the gender of wandering. In\nJ. Eburne, & B. Schreier (Eds.), The Year`s Work in Nerds, Wonks, and Neocons (pp. 249-274). Indiana: Indiana University Press.\nhttps://books.google.co.uk/books?hl=en&lr=&id=DhqYDgAAQBAJ&oi=fnd&pg=PP1&dq=gamergate+melissa+kagen&ots=dZHxblfDsD&sig=sXHcvmTRKHK7kJvpw9e-lzguUlE#v=onepage&q&f=false\nMason G. (2016). The origins of the walking simulator, Eurogamer.net. Retrieved from: https://www.eurogamer.net/articles/2016-11-13-the-origins-of-the-walking-simulator\nNackeLennart E., Bateman C., & MandrykRegan L. (2014). BrainHex: a neurobiological gamer typology survey. Entertainment Computing, 5(1), 55-62.\nNguyen D. (2014). The paradox of the derive, Interactive Crown Street. Retrieved from: https://interactivecrownstreet.yale.edu/submissions/reading-responses/paradox-derive\nRice L. (2009). Playful Learning. Journal for Education in the Built Environment, 4(2), 94-108.\nRiendeau D. (2013). Gone home review: living room, Polygon. Retrieved from: https://www.polygon.com/2013/8/15/4620172/gone-home-review-if-these-walls-could-talk\nStuart K. (2016). How walking sims became as important as the first-person shooter, The Guardian. Retrieved from:\nhttps://www.theguardian.com/technology/2016/sep/20/how-walking-sim-first-person-shooter-dear-esther\nZimmermann, F. & Huberts, C. (2019). From walking simulator to ambience action game: a philosophical approach to a misunderstood genre. Press Start, 5(2), 29-50.zh_TW
dc.identifier.doi10.6814/NCCU202100287en_US
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item.fulltextWith Fulltext-
item.openairecristypehttp://purl.org/coar/resource_type/c_46ec-
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