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題名 基於空間創用的隨境遊戲-以政大校園為例
Development of a Pervasive Game Based on the Produsage of Space: A Case Study of NCCU
作者 曾文志
Tseng, Wen Chih
貢獻者 陳恭
Chen, Kung
曾文志
Tseng, Wen Chih
關鍵詞 空間創用
隨境遊戲
遊戲人
Produsage of Space
Pervasive game
Homo Ludens
日期 2016
上傳時間 2-五月-2016 13:55:36 (UTC+8)
摘要 隨著智慧型手機的普及,混合虛擬世界和現實世界的手機遊戲變得容易實現,一般稱這類遊戲為隨境遊戲(Pervasive game)。現今最有名的隨境遊戲為Ingress,是一款由Google所屬的Niantic實驗室開發的適地性(Location-Based)社群遊戲。Ingress將現實世界的地點轉換成虛擬世界的據點,玩家分成兩個陣營,遊走於現實世界的地點對虛擬世界的據點執行任務要求的操作。過程中同陣營可相互合作,對立陣營則彼此競爭。符合資格的玩家還可以制定任務,賦予地理空間新的意義,指引其他玩家執行這些任務。本研究稱此功能為空間創用,一般而言,具有空間創用性質的遊戲對於玩家會有較高的黏度。
本論文為政大資科系與社會系所合組的跨領域團隊的研究成果之一,我們進行”遊戲人”研究,並師法Ingress,開發出一款具有空間創用性質,但不是單純兩軍對抗為主的隨境遊戲APP­—暗黑帝國。本研究之隨境遊戲APP採用敏捷的方法開發,並透過徽章機制實現空間創用性質及增加黏性。我們藉由招募受測者的方式取得回饋,初步結果顯示,玩家會對於具有空間創用性質的徽章會引起他們的興趣。
With the increasing computing power of a smartphone and the popularity of its users, it becomes easy to mix the virtual world and the real world in a game. This kind of game is called pervasive game. Nowadays, the most popular pervasive game is Ingress, created by Google’s Niantic, Inc. Ingress transforms a real-world landmark into a virtual object called portal. Players are divided into two competitive armies and do specific operations defined by the missions at real-world landmarks to attack or defend the corresponding virtual portals. Missions in Ingress give real-world space new meanings, and this study call this property Produsage. It is commonly held that games with Produsage have the higher degree of Stickiness for players.
This thesis presents a pervasive game with Produsage that utilizes the NCCU campus and provides game elements that go beyond competition between two armies. As this is a joint effort with colleagues from Sociology department, we follow the agile development method to develop the game iteratively. A distinguished feature of our game is the badge mechanism to realize Produsage that aims to increase the degree of player stickiness. We recruited volunteer players to play the game and got feedbacks from them. The preliminary result shows that players gets the sense of accomplishment when they are collecting produsage of space badges.
參考文獻 [1] Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and virtual environments, 6(4), 355-385.
[2]Bruns, A. (2007, June). Produsage. In Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition (pp. 99-106). ACM.
[3]Fang, Y. C., & 方永泉. (2006). J. Huizinga [遊戲人] 的觀念在教育美學上的啟迪. 中等教育.
[4]Guerrero Corbi, V. (2014). Development of a web based interface for game-masters of pervasive games.
[5]Hay, D. C. (2013). Data model patterns: conventions of thought. Pearson Education.
[6]Huizinga, J. (1967). Homo ludens: A study of the play-element in culture. Beacon Press.
[7]Jegers, K. (2009). Pervasive GameFlow: Identifying and exploring the mechanisms of player enjoyment in pervasive games.
[8]Jegers, K. (2007). Pervasive game flow: understanding player enjoyment in pervasive gaming. Computers in Entertainment (CIE), 5(1), 9.
[9]Jonsson, S., & Waern, A. (2008, December). The art of game-mastering pervasive games. In Proceedings of the 2008 international conference on advances in computer entertainment technology (pp. 224-231). ACM.
[10]McGonigal, J. (2003). A real little game: The performance of belief in pervasive play. Proceedings of DiGRA 2003.
[11]Model–view–controller. (2016, March 28). In Wikipedia, The Free Encyclopedia. Retrieved 02:32, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Model%E2%80%93view%E2%80%93controller&oldid=712312936
[12]Object-relational mapping. (2016, February 26). In Wikipedia, The Free Encyclopedia. Retrieved 02:33, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Object-relational_mapping&oldid=707007686
[13]Potel, M. (1996). Mvp: Model-view-presenter the taligent programming model for c++ and java. Taligent Inc, 20.
[14]Reenskaug, T. (1979). Thing-model-view-editor—An example from a planningsystem. technical note, Xerox Parc.
[15]Representational state transfer. (2016, March 29). In Wikipedia, The Free Encyclopedia. Retrieved 02:45, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Representational_state_transfer&oldid=712523804
[16]Silverston, L. (2001). The Data Model Resource Book, Vol. 1: A Library of Universal Data Models for All Enterprises.
[17] Stacey, Sean (10 November 2006). "Undefining ARG". Retrieved 19 February 2007.
[18]West, M. (2011). Developing high quality data models. Elsevier.
描述 碩士
國立政治大學
資訊科學學系
102753023
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0102753023
資料類型 thesis
dc.contributor.advisor 陳恭zh_TW
dc.contributor.advisor Chen, Kungen_US
dc.contributor.author (作者) 曾文志zh_TW
dc.contributor.author (作者) Tseng, Wen Chihen_US
dc.creator (作者) 曾文志zh_TW
dc.creator (作者) Tseng, Wen Chihen_US
dc.date (日期) 2016en_US
dc.date.accessioned 2-五月-2016 13:55:36 (UTC+8)-
dc.date.available 2-五月-2016 13:55:36 (UTC+8)-
dc.date.issued (上傳時間) 2-五月-2016 13:55:36 (UTC+8)-
dc.identifier (其他 識別碼) G0102753023en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/89067-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 102753023zh_TW
dc.description.abstract (摘要) 隨著智慧型手機的普及,混合虛擬世界和現實世界的手機遊戲變得容易實現,一般稱這類遊戲為隨境遊戲(Pervasive game)。現今最有名的隨境遊戲為Ingress,是一款由Google所屬的Niantic實驗室開發的適地性(Location-Based)社群遊戲。Ingress將現實世界的地點轉換成虛擬世界的據點,玩家分成兩個陣營,遊走於現實世界的地點對虛擬世界的據點執行任務要求的操作。過程中同陣營可相互合作,對立陣營則彼此競爭。符合資格的玩家還可以制定任務,賦予地理空間新的意義,指引其他玩家執行這些任務。本研究稱此功能為空間創用,一般而言,具有空間創用性質的遊戲對於玩家會有較高的黏度。
本論文為政大資科系與社會系所合組的跨領域團隊的研究成果之一,我們進行”遊戲人”研究,並師法Ingress,開發出一款具有空間創用性質,但不是單純兩軍對抗為主的隨境遊戲APP­—暗黑帝國。本研究之隨境遊戲APP採用敏捷的方法開發,並透過徽章機制實現空間創用性質及增加黏性。我們藉由招募受測者的方式取得回饋,初步結果顯示,玩家會對於具有空間創用性質的徽章會引起他們的興趣。
zh_TW
dc.description.abstract (摘要) With the increasing computing power of a smartphone and the popularity of its users, it becomes easy to mix the virtual world and the real world in a game. This kind of game is called pervasive game. Nowadays, the most popular pervasive game is Ingress, created by Google’s Niantic, Inc. Ingress transforms a real-world landmark into a virtual object called portal. Players are divided into two competitive armies and do specific operations defined by the missions at real-world landmarks to attack or defend the corresponding virtual portals. Missions in Ingress give real-world space new meanings, and this study call this property Produsage. It is commonly held that games with Produsage have the higher degree of Stickiness for players.
This thesis presents a pervasive game with Produsage that utilizes the NCCU campus and provides game elements that go beyond competition between two armies. As this is a joint effort with colleagues from Sociology department, we follow the agile development method to develop the game iteratively. A distinguished feature of our game is the badge mechanism to realize Produsage that aims to increase the degree of player stickiness. We recruited volunteer players to play the game and got feedbacks from them. The preliminary result shows that players gets the sense of accomplishment when they are collecting produsage of space badges.
en_US
dc.description.tableofcontents 第一章 緒論 1
1.1 研究背景 1
1.2 研究動機 2
1.3 研究目的 3
1.4 研究成果 3
1.5 論文之章節結構 4
第二章 相關理論與技術背景 5
2.1 研究方法 5
2.2 相關理論背景 7
2.2.1 Produsage of Space 7
2.2.2 Homo Ludens 8
2.2.3 Pervasive game 9
2.2.4 Alternate reality game 10
2.3 相關技術 12
2.3.1 Model–view–controller 12
2.3.2 Model-view-presenter, 13
2.3.3 Object Relational Mapping 13
2.3.4 Representational State Transfer 14
第三章 系統架構 15
3.1 系統設計考量與目標 15
3.2 系統架構概觀 17
3.3 系統主要元件介紹 18
第四章 系統實作方法 20
4.1 資料庫設計 20
4.2 REST API設計 24
4.2.1 REST API設計理念 24
4.2.2 REST API 設計內容 25
4.3 MVC實作 26
4.3.1 View 26
4.3.2 Controller 29
4.3.3 Model 29
4.4 獎勵制度設計 30
4.5 遊戲機制變更與系統的擴充修改性 31
4.6 前端手機APP 32
第五章 系統測試與回饋 39
5-1 使用者測試方法 39
5.1.1 使用者測試環境模擬與參數設定 39
5.1.2 測試流程 40
5.1.3 受測對象 42
5.2前測結果與修改 43
5.2.1 後端Server與前端APP 44
5.2.2 測試流程與訪談 44
5.3 使用者測試回饋 44
5.3.1 遊戲機制 45
5.3.2 操作體驗 46
5.3.3 介面設計 46
5.3.4 故事意義與遊戲動力 47
5.3.5 受測者建議增加與修改的功能 47
第六章 結論與未來展望 57
6.1 結論 57
6.2 未來展望 58
參考文獻 60
附錄 62
附件一、訪談大綱 62
附件二、訪談操作流程A組 65
附件三、訪談操作流程B組 66
zh_TW
dc.format.extent 2471134 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0102753023en_US
dc.subject (關鍵詞) 空間創用zh_TW
dc.subject (關鍵詞) 隨境遊戲zh_TW
dc.subject (關鍵詞) 遊戲人zh_TW
dc.subject (關鍵詞) Produsage of Spaceen_US
dc.subject (關鍵詞) Pervasive gameen_US
dc.subject (關鍵詞) Homo Ludensen_US
dc.title (題名) 基於空間創用的隨境遊戲-以政大校園為例zh_TW
dc.title (題名) Development of a Pervasive Game Based on the Produsage of Space: A Case Study of NCCUen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) [1] Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and virtual environments, 6(4), 355-385.
[2]Bruns, A. (2007, June). Produsage. In Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition (pp. 99-106). ACM.
[3]Fang, Y. C., & 方永泉. (2006). J. Huizinga [遊戲人] 的觀念在教育美學上的啟迪. 中等教育.
[4]Guerrero Corbi, V. (2014). Development of a web based interface for game-masters of pervasive games.
[5]Hay, D. C. (2013). Data model patterns: conventions of thought. Pearson Education.
[6]Huizinga, J. (1967). Homo ludens: A study of the play-element in culture. Beacon Press.
[7]Jegers, K. (2009). Pervasive GameFlow: Identifying and exploring the mechanisms of player enjoyment in pervasive games.
[8]Jegers, K. (2007). Pervasive game flow: understanding player enjoyment in pervasive gaming. Computers in Entertainment (CIE), 5(1), 9.
[9]Jonsson, S., & Waern, A. (2008, December). The art of game-mastering pervasive games. In Proceedings of the 2008 international conference on advances in computer entertainment technology (pp. 224-231). ACM.
[10]McGonigal, J. (2003). A real little game: The performance of belief in pervasive play. Proceedings of DiGRA 2003.
[11]Model–view–controller. (2016, March 28). In Wikipedia, The Free Encyclopedia. Retrieved 02:32, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Model%E2%80%93view%E2%80%93controller&oldid=712312936
[12]Object-relational mapping. (2016, February 26). In Wikipedia, The Free Encyclopedia. Retrieved 02:33, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Object-relational_mapping&oldid=707007686
[13]Potel, M. (1996). Mvp: Model-view-presenter the taligent programming model for c++ and java. Taligent Inc, 20.
[14]Reenskaug, T. (1979). Thing-model-view-editor—An example from a planningsystem. technical note, Xerox Parc.
[15]Representational state transfer. (2016, March 29). In Wikipedia, The Free Encyclopedia. Retrieved 02:45, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Representational_state_transfer&oldid=712523804
[16]Silverston, L. (2001). The Data Model Resource Book, Vol. 1: A Library of Universal Data Models for All Enterprises.
[17] Stacey, Sean (10 November 2006). "Undefining ARG". Retrieved 19 February 2007.
[18]West, M. (2011). Developing high quality data models. Elsevier.
zh_TW