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題名 結合社交機器人之混合式桌遊開發
Development of social robot-assisted hybrid board game作者 何俞樺
Ho, Yu-Hua貢獻者 蔡子傑<br>陳宜秀
何俞樺
Ho, Yu-Hua關鍵詞 桌遊
機器人
混合式
心理生理學
數位元素日期 2022 上傳時間 2-Sep-2022 15:43:03 (UTC+8) 摘要 近年來隨著桌上遊戲的流行,遊戲內容越來越豐富,遊戲形式也越來越多元,有許多專門設計的桌遊,以提供不同方面的應用,例如: 教學上使用的桌遊或是提升指定能力的桌遊。而許多國內外研究也都針對桌遊在特殊領域中的實踐效益,研究發現的效果多是正向且有益的,可見桌遊不單單只是一種遊戲形式,更可能成為各領域推廣知識或提升能力的有效工具。雖然證實桌遊可以幫助人們在遊戲中學習,可應用在學習或照護等相關領域,但對於如何提升桌遊遊戲體驗的研究不多,實際改善並提升桌遊遊戲體驗的研究就更少。本研究以順興社區自製桌遊「順興智遊發揮」作為研究素材,以 RFID (Radio Frequency Identification) 技術將紙本桌遊牌卡資訊轉為數位資訊,之後再結合APP和凱比同學機器人開發一套混合式桌遊系統。採用數位混合的方式進行遊戲,即以實體遊戲交流為主,數位多媒體元素為輔,如此一來玩家既可享受原本傳統桌遊實體材質、物理交互、社交互動等優點,亦可享有數位元素的自動化、音樂、動畫等等優點。除了純粹數位元素,本研究也加入了社交機器人,期許機器人的實體性質和生動活潑的表現,可以為桌遊增加遊戲亮點,吸引玩家遊玩的欲望。為檢測此系統遊玩結果,本研究將評估不同版本間的遊戲體驗差別,測量方式分為主觀的GEQ問卷和客觀的生理資訊(GSR/HR),遊戲結束後也會進行簡短的訪談,以深入瞭解玩家感受,另外,目前遊戲體驗的心理生理學研究多是在數位遊戲領域,因此本研究也會探討在桌遊領域中遊戲體驗與生理資訊間可能呈現的關係。實驗結果表示遊戲順暢度對遊戲體驗有很大的影響力,混合式桌遊系統中的社交機器人需要與原本的桌遊內容做更加有連結性的功能設計,且整體遊戲過程需要流暢,才會有較正向的遊戲體驗,而在桌遊中GEQ問卷中的Negative構面與GSR呈現出顯著性的負相關,或許桌遊遊戲體驗與生理值的關係與電玩遊戲有相似的地方。 參考文獻 陳桂玉 (2017)。桌上遊戲產業發展趨勢與桌遊店經營模式之研究。曾華銳 (2019)。無插電遊戲時代: 台灣桌上遊戲產業推手的苦與樂。周文凱 (2021)。前景大好「疫外」全歸零,桌遊實體店出招求生。https://www.mirrormedia.mg/story/20210625insight003/?utm_source=feed_related&utm_medium=seven&OpBrowser =1林妍溱 (2017)。Sony機器狗Aibo重回來了! 咕溜大眼還多了AI功能。https://www.ithome.com.tw/news/117968Elizabeth N. Treher, Ph.D. (2011). Learning with Board Games. Tools for Learning and Retention. WhitePaper of The Learning Key, Inc.Nakao, M. (2019). Special series on “effects of board games on health education and promotion” board games as a promising tool for health promotion: a review of recent literature. BioPsychoSocial Med 13, 5. https://doi.org/10.1186/s13030-019-0146-3Yao Ching-Teng (2019). Effect of board game activities on cognitive function improvement among older adults in adult day care centers, Social Work in Health Care, 58:9, 825-838, DOI: 10.1080/00981389.2019.1656143Mubin, O., Stevens, C. J., Shahid, S., Al Mahmud, A., & Dong, J. (2013). A review of the applicability of robots in education. Technology For Education And Learning, 1, 1-7. https://doi.org/doi:10.2316/Journal.209.2013.1.209-0015C. Breazeal. (2011). Social robots for health applications. Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011, pp. 5368-5371, doi: 10.1109/IEMBS.2011.6091328.Broadbent, E., Stafford, R. & MacDonald, B. (2009). Acceptance of Healthcare Robots for the Older Population: Review and Future Directions. Int J of Soc Robotics 1, 319. https://doi.org/10.1007/s12369-009-0030-6Attias, Peter. (2016). The full history of Board Games, Medium. https://medium.com/swlh/the-full-history-of-board-games-5e622811ce89Verstraeten, Julie. (2018). The Rise of Board Games, Medium. https://medium.com/@Juliev/the-rise-of-board-games-a7074525a3ecAndreas Larsson, Jonas Ekblad. (2020). Physical vs Digital Tabletop Games, Malmö University.Jonathan Barbara. (2014). Measuring User Experience in Board Games. Int. J. Gaming Comput. Mediat. Simul. 6, 1, 64–79. https://doi.org/10.4018/ijgcms.2014010105Jae Wan Park. (2017). Hybrid Monopoly: A Multimedia Board Game that Supports Bidirectional Communication between a Mobile Device and a Physical Game Set. Multimedia Tools Appl. 76, 16 (August 2017), 17385–17401. DOI:https://doi.org/10.1007/s11042-017-4589-xFang, Y.-M., Chen, K.-M., & Huang, Y.-J. (2016). Emotional reactions of different interface formats: Comparing digital and traditional board games. Advances in Mechanical Engineering. https://doi.org/10.1177/1687814016641902James R. Wallace et al. (2012). Exploring automation in digital tabletop board games. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion (CSCW `12). Association for Computing Machinery, New York, NY, USA, 231–234. DOI:https://doi.org/10.1145/2141512.2141585Timea Farkas, Sarah Wiseman, Paul Cairns, and Rebecca Fiebrink. (2020). A Grounded Analysis of Player-Described Board Game Immersion. Proceedings of the Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, USA, 427–437. DOI:https://doi.org/10.1145/3410404.3414224Vivian Hsueh-Hua Chen, Weirong Lin, Michael Haller, Jakob Leitner, and Henry Been-Lirn Duh. (2009). Communicative behaviors and flow experience in tabletop gaming. In Proceedings of the International Conference on Advances in Computer Enterntainment Technology (ACE `09). Association for Computing Machinery, New York, NY, USA, 281–286. DOI:https://doi.org/10.1145/1690388.1690436Abdullah Al Mahmud et al. (2008). Designing and evaluating the tabletop game experience for senior citizens. In Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges (NordiCHI `08). Association for Computing Machinery, New York, NY, USA, 403–406. DOI:https://doi.org/10.1145/1463160.1463205A. Al Mahmud et al. (2007). Affective Tabletop Game: A New Gaming Experience for Children. Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP`07), pp. 44-51, doi: 10.1109/TABLETOP.2007.30.Mehmet Kosa and Pieter Spronck. (2018). What tabletop players think about augmented tabletop games: a content analysis. In Proceedings of the 13th International Conference on the Foundations of Digital Games (FDG `18). Association for Computing Machinery, New York, NY, USA, Article 6, 1–8. DOI:https://doi.org/10.1145/3235765.3235782Terrence Fong, Illah Nourbakhsh, Kerstin Dautenhahn. (2003). A survey of socially interactive robots, Robotics and Autonomous Systems, Volume 42, Issues 3–4, 2003, Pages 143-166, ISSN 0921-8890, https://doi.org/10.1016/S0921-8890(02)00372-X.Hegel, Frank & Muhl, Claudia & Wrede, Britta & Hielscher-Fastabend, Martina & Sagerer, Gerhard. (2009). Understanding Social Robots. Proceedings of the 2ndInternational Conferences on Advances in Computer-Human Interactions, ACHI 2009. 169-174. DOI: 10.1109/ACHI.2009.51.Korn, Oliver & Bieber, Gerald & Fron, Christian. (2018). Perspectives on Social Robots: From the Historic Background to an Experts` View on Future Developments. DOI: 10.1145/3197768.3197774.Wood, L.J., Zaraki, A., Robins, B et al. (2021). Developing Kaspar: A Humanoid Robot for Children with Autism. Int J of Soc Robotics 13, 491–508. https://doi.org/10.1007/s12369-019-00563-6Goren, G., Samuel, S, Jacqueline, K. W., Jin Joo Lee, Luke, P., Marayna, M., Madhurima Das, and Cynthia, B.. 2016. Affective personalization of a social robot tutor for children`s second language skills. In Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence (AAAI`16). AAAI Press, 3951–3957.N. Lubold, E. Walker and H. Pon-Barry. (2016). "Effects of voice-adaptation and social dialogue on perceptions of a robotic learning companion," 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI), 2016, pp. 255-262, doi: 10.1109/HRI.2016.7451760.J. Wainer, B. Robins, F. Amirabdollahian and K. Dautenhahn. (2014). Using the Humanoid Robot KASPAR to Autonomously Play Triadic Games and Facilitate Collaborative Play Among Children With Autism. in IEEE Transactions on Autonomous Mental Development, vol. 6, no. 3, pp. 183-199. doi: 10.1109/TAMD.2014.2303116.André Pereira, Rui Prada, Ana Paiva. (2014). Improving social presence in human-agent interaction. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI `14). Association for Computing Machinery, New York, NY, USA, 1449–1458. DOI:https://doi.org/10.1145/2556288.2557180Pereira, A., Prada, R., and Paiva, A. (2012). Socially present board game opponents. In Advances in Computer Entertainment, vol. 7624 of Lecture Notes in Computer Science. Springer Berlin Heidelberg, 101–116.IJsselsteijn, W. A., de Kort, Y. A. W., & Poels, K. (2013). The Game Experience Questionnaire. Technische Universiteit Eindhoven.Lennart Nacke and Craig A. Lindley. (2008). Flow and immersion in first-person shooters: measuring the player`s gameplay experience. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share (Future Play `08). Association for Computing Machinery, New York, NY, USA, 81–88. DOI:https://doi.org/10.1145/1496984.1496998Anders Drachen et al. (2010). Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. In Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games (Sandbox `10). Association for Computing Machinery, New York, NY, USA, 49–54. DOI:https://doi.org/10.1145/1836135.1836143Madison Klarkowski et al. (2016). Psychophysiology of Challenge in Play: EDA and Self-Reported Arousal. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA `16). Association for Computing Machinery, New York, NY, USA, 1930–1936. DOI:https://doi.org/10.1145/2851581.2892485Julia Kneer, Malte Elson, and Florian Knapp. (2016). Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. Computers in Human Behavior 54: 142-148. 描述 碩士
國立政治大學
數位內容碩士學位學程
109462017資料來源 http://thesis.lib.nccu.edu.tw/record/#G0109462017 資料類型 thesis dc.contributor.advisor 蔡子傑<br>陳宜秀 zh_TW dc.contributor.author (Authors) 何俞樺 zh_TW dc.contributor.author (Authors) Ho, Yu-Hua en_US dc.creator (作者) 何俞樺 zh_TW dc.creator (作者) Ho, Yu-Hua en_US dc.date (日期) 2022 en_US dc.date.accessioned 2-Sep-2022 15:43:03 (UTC+8) - dc.date.available 2-Sep-2022 15:43:03 (UTC+8) - dc.date.issued (上傳時間) 2-Sep-2022 15:43:03 (UTC+8) - dc.identifier (Other Identifiers) G0109462017 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/141817 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 數位內容碩士學位學程 zh_TW dc.description (描述) 109462017 zh_TW dc.description.abstract (摘要) 近年來隨著桌上遊戲的流行,遊戲內容越來越豐富,遊戲形式也越來越多元,有許多專門設計的桌遊,以提供不同方面的應用,例如: 教學上使用的桌遊或是提升指定能力的桌遊。而許多國內外研究也都針對桌遊在特殊領域中的實踐效益,研究發現的效果多是正向且有益的,可見桌遊不單單只是一種遊戲形式,更可能成為各領域推廣知識或提升能力的有效工具。雖然證實桌遊可以幫助人們在遊戲中學習,可應用在學習或照護等相關領域,但對於如何提升桌遊遊戲體驗的研究不多,實際改善並提升桌遊遊戲體驗的研究就更少。本研究以順興社區自製桌遊「順興智遊發揮」作為研究素材,以 RFID (Radio Frequency Identification) 技術將紙本桌遊牌卡資訊轉為數位資訊,之後再結合APP和凱比同學機器人開發一套混合式桌遊系統。採用數位混合的方式進行遊戲,即以實體遊戲交流為主,數位多媒體元素為輔,如此一來玩家既可享受原本傳統桌遊實體材質、物理交互、社交互動等優點,亦可享有數位元素的自動化、音樂、動畫等等優點。除了純粹數位元素,本研究也加入了社交機器人,期許機器人的實體性質和生動活潑的表現,可以為桌遊增加遊戲亮點,吸引玩家遊玩的欲望。為檢測此系統遊玩結果,本研究將評估不同版本間的遊戲體驗差別,測量方式分為主觀的GEQ問卷和客觀的生理資訊(GSR/HR),遊戲結束後也會進行簡短的訪談,以深入瞭解玩家感受,另外,目前遊戲體驗的心理生理學研究多是在數位遊戲領域,因此本研究也會探討在桌遊領域中遊戲體驗與生理資訊間可能呈現的關係。實驗結果表示遊戲順暢度對遊戲體驗有很大的影響力,混合式桌遊系統中的社交機器人需要與原本的桌遊內容做更加有連結性的功能設計,且整體遊戲過程需要流暢,才會有較正向的遊戲體驗,而在桌遊中GEQ問卷中的Negative構面與GSR呈現出顯著性的負相關,或許桌遊遊戲體驗與生理值的關係與電玩遊戲有相似的地方。 zh_TW dc.description.tableofcontents 摘要 iii目 次 iv表 次 v圖 次 vi附 錄 目 次 vii第一章 緒論 1第一節 研究背景與動機 1第二節 研究目的 3第二章 文獻探討 4第一節 桌上遊戲 4第二節 社交機器人 10第三節 桌遊與社交機器人 12第四節 順興社區 15第三章 研究方法 20第一節 實驗對象 20第二節 實驗設計 20第三節 實驗工具及開發 21第四節 實驗流程 28第五節 評估方法 28第四章 結果分析 34第五章 結果討論 45第六章 結論與未來展望 55第一節 研究結論 55第二節 未來展望 57參考文獻 59 zh_TW dc.format.extent 2304300 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0109462017 en_US dc.subject (關鍵詞) 桌遊 zh_TW dc.subject (關鍵詞) 機器人 zh_TW dc.subject (關鍵詞) 混合式 zh_TW dc.subject (關鍵詞) 心理生理學 zh_TW dc.subject (關鍵詞) 數位元素 zh_TW dc.title (題名) 結合社交機器人之混合式桌遊開發 zh_TW dc.title (題名) Development of social robot-assisted hybrid board game en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 陳桂玉 (2017)。桌上遊戲產業發展趨勢與桌遊店經營模式之研究。曾華銳 (2019)。無插電遊戲時代: 台灣桌上遊戲產業推手的苦與樂。周文凱 (2021)。前景大好「疫外」全歸零,桌遊實體店出招求生。https://www.mirrormedia.mg/story/20210625insight003/?utm_source=feed_related&utm_medium=seven&OpBrowser =1林妍溱 (2017)。Sony機器狗Aibo重回來了! 咕溜大眼還多了AI功能。https://www.ithome.com.tw/news/117968Elizabeth N. Treher, Ph.D. (2011). Learning with Board Games. Tools for Learning and Retention. WhitePaper of The Learning Key, Inc.Nakao, M. (2019). Special series on “effects of board games on health education and promotion” board games as a promising tool for health promotion: a review of recent literature. BioPsychoSocial Med 13, 5. https://doi.org/10.1186/s13030-019-0146-3Yao Ching-Teng (2019). Effect of board game activities on cognitive function improvement among older adults in adult day care centers, Social Work in Health Care, 58:9, 825-838, DOI: 10.1080/00981389.2019.1656143Mubin, O., Stevens, C. J., Shahid, S., Al Mahmud, A., & Dong, J. (2013). A review of the applicability of robots in education. Technology For Education And Learning, 1, 1-7. https://doi.org/doi:10.2316/Journal.209.2013.1.209-0015C. Breazeal. (2011). Social robots for health applications. Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011, pp. 5368-5371, doi: 10.1109/IEMBS.2011.6091328.Broadbent, E., Stafford, R. & MacDonald, B. (2009). Acceptance of Healthcare Robots for the Older Population: Review and Future Directions. Int J of Soc Robotics 1, 319. https://doi.org/10.1007/s12369-009-0030-6Attias, Peter. (2016). The full history of Board Games, Medium. https://medium.com/swlh/the-full-history-of-board-games-5e622811ce89Verstraeten, Julie. (2018). The Rise of Board Games, Medium. https://medium.com/@Juliev/the-rise-of-board-games-a7074525a3ecAndreas Larsson, Jonas Ekblad. (2020). Physical vs Digital Tabletop Games, Malmö University.Jonathan Barbara. (2014). Measuring User Experience in Board Games. Int. J. Gaming Comput. Mediat. Simul. 6, 1, 64–79. https://doi.org/10.4018/ijgcms.2014010105Jae Wan Park. (2017). Hybrid Monopoly: A Multimedia Board Game that Supports Bidirectional Communication between a Mobile Device and a Physical Game Set. Multimedia Tools Appl. 76, 16 (August 2017), 17385–17401. DOI:https://doi.org/10.1007/s11042-017-4589-xFang, Y.-M., Chen, K.-M., & Huang, Y.-J. (2016). Emotional reactions of different interface formats: Comparing digital and traditional board games. Advances in Mechanical Engineering. https://doi.org/10.1177/1687814016641902James R. Wallace et al. (2012). Exploring automation in digital tabletop board games. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion (CSCW `12). Association for Computing Machinery, New York, NY, USA, 231–234. DOI:https://doi.org/10.1145/2141512.2141585Timea Farkas, Sarah Wiseman, Paul Cairns, and Rebecca Fiebrink. (2020). A Grounded Analysis of Player-Described Board Game Immersion. Proceedings of the Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, USA, 427–437. DOI:https://doi.org/10.1145/3410404.3414224Vivian Hsueh-Hua Chen, Weirong Lin, Michael Haller, Jakob Leitner, and Henry Been-Lirn Duh. (2009). Communicative behaviors and flow experience in tabletop gaming. In Proceedings of the International Conference on Advances in Computer Enterntainment Technology (ACE `09). Association for Computing Machinery, New York, NY, USA, 281–286. DOI:https://doi.org/10.1145/1690388.1690436Abdullah Al Mahmud et al. (2008). Designing and evaluating the tabletop game experience for senior citizens. In Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges (NordiCHI `08). Association for Computing Machinery, New York, NY, USA, 403–406. DOI:https://doi.org/10.1145/1463160.1463205A. Al Mahmud et al. (2007). Affective Tabletop Game: A New Gaming Experience for Children. Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP`07), pp. 44-51, doi: 10.1109/TABLETOP.2007.30.Mehmet Kosa and Pieter Spronck. (2018). What tabletop players think about augmented tabletop games: a content analysis. In Proceedings of the 13th International Conference on the Foundations of Digital Games (FDG `18). Association for Computing Machinery, New York, NY, USA, Article 6, 1–8. DOI:https://doi.org/10.1145/3235765.3235782Terrence Fong, Illah Nourbakhsh, Kerstin Dautenhahn. (2003). A survey of socially interactive robots, Robotics and Autonomous Systems, Volume 42, Issues 3–4, 2003, Pages 143-166, ISSN 0921-8890, https://doi.org/10.1016/S0921-8890(02)00372-X.Hegel, Frank & Muhl, Claudia & Wrede, Britta & Hielscher-Fastabend, Martina & Sagerer, Gerhard. (2009). Understanding Social Robots. Proceedings of the 2ndInternational Conferences on Advances in Computer-Human Interactions, ACHI 2009. 169-174. 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