Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/98678
DC FieldValueLanguage
dc.contributor.advisor廖文宏<br>陶亞倫zh_TW
dc.contributor.author蔡雯琪zh_TW
dc.contributor.authorTsai, Wen Chien_US
dc.creator蔡雯琪zh_TW
dc.creatorTsai, Wen Chien_US
dc.date2016en_US
dc.date.accessioned2016-07-01T08:06:58Z-
dc.date.available2016-07-01T08:06:58Z-
dc.date.issued2016-07-01T08:06:58Z-
dc.identifierG0102462004en_US
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/98678-
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.description102462004zh_TW
dc.description.abstract隨著資訊科技的蓬勃發展,為生活與休閒娛樂帶來許多變革與創新,以真人實境闖關遊戲來說,單純應用實體道具的互動體驗已經無法滿足參加者。因此,遊戲設計者逐漸開始研發各種裝置,以尋求更新奇有趣的效果,使得這類體驗性質的實境遊戲蘊含大量的實驗與創新元素。\n\n 本研究首先歸納現有實境遊戲案例的重點特徵,將之概念化並進行編碼,在文獻回顧的部分,進一步探討沉浸體驗的定義、特色與價值。接著規劃並實作一個「結合互動裝置的實境遊戲」,在遊戲中加入數位技術、互動裝置及感測器,提供參加者別於日常生活的感受,讓他們完成遊戲後,就像親身經歷過一場有趣的冒險。\n\n 本創作共招募二十七位參加者進行遊戲體驗,透過問卷與訪談蒐集反饋。在創作的過程中發現,有意義的互動發生在故事內容、實體物件及互動觸發三者緊密扣合的當下,而加入數位整合實體的互動裝置,帶來相當程度的沉浸與投入效果,雖然在若干細節方面,仍有改進的空間,但我們相信此創作提供了互動科技應用的新方向,作為後續研究可參考的實際案例,進一步發展更多元的實境遊戲體驗。zh_TW
dc.description.abstractWith recent advances in digital technology, more and more innovations in entertainment are occurring. In reality games, the installation of simple physical devices is no longer able to satisfy the participants. To make the games more interesting and playful, game designers are developing novel content and interaction by incorporating latest technological elements.\n\n In this thesis, we summarize the key concepts in the design of existing reality games and organize these cases into different codes, which are later employed to guide the design of our reality game. In the literature review, we select flow theory as the primary related work. We clarify the definition, features and value of this theory, as well as its connection to our design philosophy. We then plan and implement the ‘Revenge of the BEAR’ project: a reality game that incorporates digital technology, interactive devices and sensors. This reality game aims to provide the participants with astounding experiences distant from their daily life. Upon completion of the missions outlined in the game, the player will feel that they have just engaged in an interesting adventure.\n\n Twenty-seven participants were recruited to take part in this reality game. Through questionnaires and interviews, we obtain constructive feedbacks that help us understand the attractions and limitations of this game. The results indicate that meaningful interaction occurs while the story, the interactive objects and the trigger are cohesively linked. Besides, new digital technologies help to improve immersive experiences. Although there are some design details that remain to be attended to, we believe that this study provides a new direction for the applications of interactive technology in the design of future reality games.en_US
dc.description.tableofcontents第一章 緒論 1\n第一節、創作背景與動機 1\n第二節、創作目標 2\n第三節、創作架構與流程 3\n第二章 文獻探討 5\n第一節、實境遊戲背景概述 5\n第二節、實境遊戲案例探討 10\n第三節、遊戲之沉浸體驗 16\n 壹、沉浸理論 16\n 貳、愉悅體驗 18\n第四節、自我實現需求 19\n第三章 遊戲創作計畫 21\n第一節、遊戲規劃與設計 22\n 壹、遊戲背景故事大綱 23\n 貳、遊戲角色設定 25\n 參、遊戲故事設計 28\n第二節、互動科技與實作 57\n 壹、遊戲的數位互動規劃與設計 57\n 貳、遊戲空間規劃與視覺設計實作 64\n第四章 創作結果分析與討論 69\n第一節、問卷之分析與整理 69\n第二節、訪談之分析與整理 76\n 壹、實體裝置結合數位互動的效果 76\n 貳、操作性、新鮮感影響遊戲體驗 79\n 參、發現線索的順序影響遊戲體驗 80\n 肆、團體合作的重要性 82\n第五章 結論與未來展望 84\n第一節、研究發現與結論 84\n第二節、未來展望 88\n參考文獻 91\n附錄一 實境遊戲相關案例之編碼表 93\n附錄二 遊戲參與者訪談問題摘要 99\n附錄三 遊戲參與者調查問卷 101zh_TW
dc.format.extent49243229 bytes-
dc.format.mimetypeapplication/pdf-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0102462004en_US
dc.subject實境遊戲zh_TW
dc.subject互動裝置zh_TW
dc.subject沉浸體驗zh_TW
dc.subjectreality gameen_US
dc.subjectinteractive devicesen_US
dc.subjectimmersive experienceen_US
dc.title結合互動裝置之實境遊戲創作zh_TW
dc.titleIncorporating Interactive Devices in the Design of Reality Gamesen_US
dc.typethesisen_US
dc.relation.referenceCsikszentmihalyi, M. (1975). Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. San Francisco: Jossey-Bass.\nCsikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper & Row.\nFrayling, Christopher (1993) Research in Art and Design, Research in Art and Design, Vol. 1, No. 1.\nMaslow, A.H. (1943). A Theory of Human Motivation. Psychological Review 50, pp. 370–96.\nMurray, Rowena (2006). Introduction: How to Write 1000 words an hour, How to Write a Thesis, pp. 30-1. Berkshire (England): Open University Press.\nTiger, L.(1992). The Pursuit of Pleasure. Boston: Little Brown & Company.\nWebster, J., Trevino, K. L., & Ryan, L. (1993) The Dimensionality and Correlates of Flow in Human-Computer Interactions. Computers in Human Behavior. Vol. 9 No. 4, pp. 411‐26\n高淑清。(2008)。《看見意義,理出脈絡的歸納分析法》。《質性研究的18堂課:首航初探之旅》,155-196。高雄:麗文文化。\n莊耀嘉編譯。(1990)。馬斯洛:人本心理學之父。台北:桂冠。\n陳靜璇,吳宜澄。(2011)。《藝術領域研究方法之探討:以創作研究為主之分析》。《藝術學刊》,2(1),109-136。\n陳向明。(2002)。《社會科學質的研究》。台北:五南。\n芭芭拉‧明托。(2007)。《金字塔原理:思考、寫作、解決問題的邏輯方法》。台北:經濟新潮社。\n曹文力。(2006)。《在遊戲情境中以沉浸經驗探討玩興對創造力的影響》。國立交通大學理學院網路學習學程碩士論文。\n曾澤民。(2013)。《沉浸式經驗的數位藝術作品之設計要素》。國立中山大學資訊管理學系碩士學位論文。\n蔡宜佳。(2006)。《互動設計之參與者愉悅經驗研究》。國立臺中技術學院多媒體設計研究所碩士論文。\n黃軍富。(2009)。《心流路徑研究方法論—以休閒遊戲玩家為例》。國立交通大學資訊科學與工程研究所碩士論文。\n陳祈年。(2005)。《動機、可玩性與社交性對於多人線上角色扮演遊戲玩家沉浸經驗之影響》。國立交通大學傳播研究所碩士論文。zh_TW
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