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題名 從玩家類型探討敘事在嚴肅遊戲中的影響
Exploring the impact of narrative in serious game on different types of players
作者 陳懷娟
Chen, Huai Chuan
貢獻者 林日璇
陳懷娟
Chen, Huai Chuan
關鍵詞 嚴肅遊戲
敘事
學習效果
玩家類型
日期 2017
上傳時間 5-Apr-2017 15:43:11 (UTC+8)
摘要   本研究以遊戲的敘事特性作為主要的討論元素,企圖從敘事投入的概念而非過去經常使用的愉悅感去理解敘事在遊戲中所產生的機制,以此探討玩家在加入敘事元素後的遊戲過程中所產生的心理經驗反應以及其對學習效果的影響,並且根據過去嚴肅遊戲研究所提出的延伸概念,聚焦於嚴肅遊戲可能面臨的潛在弱勢玩家類型-遊戲學習動機低的抗拒型玩家,期望從不同的玩家類型差異討論其在高低敘事遊戲情境中的學習效果。研究結果發現不同的玩家類型在敘事投入上具有顯著的差異性,且嚴肅遊戲中敘事元素的加入的確會提升抗拒型玩家的學習效果,這表示敘事元素的加入或許是解決抗拒型玩家使用嚴肅遊戲時學習效果低落的一個方向。未來除了可以進一步比較影響不同玩家類型學習效果的因素,找出嚴肅遊戲可以改進的方向,也可以從敘事以外的遊戲特性、互動機制去思考其它能夠提升嚴肅遊戲學習效果的因子。
參考文獻 中文部分
ISDR災害模擬遊戲-阻止災害。上 網 日 期:2016 年 8 月, 取 自
http://www.stopdisastersgame.org/
劉渼(2008)。<創意說故事後敘事模式的教學應用研究>,《臺北大學中文學
報》,4,頁1-34。
英文部分
Blasko, D. G., Lum, H. C., White, M. M., & Drabik, H. B. (2014). Individual
Differences in the Enjoyment and Effectiveness of Serious Games. In T. Connolly, T. Hainey, E. Boyle, G. Baxter, & P. Moreno-Ger (Eds.) Psychology, pedagogy, and assessment in serious games (pp. 153-174).
Busselle, R. & Bilandzic, H. (2009). Measuring Narrative Engagement. Media
Psychology, 12, 321–347.
Brunken, R., Plass, J. L., & Leutner, D. (2003). Direct Measurement of Cognitive
Load in Multimedia Learning. Educational Psychologist, 38(1), 53-61.
Cohen, J (2001). Defining Identification: A Theoretical Look at the Identification of
Audiences With Media Characters.  Mass Communication & Society, 4(3), 245-264.
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: its
hierarchical structure and impact on game-based science learning. Journal of Computer Assisted Learning, 31(3), 232-253.
Dweck, C. S. (1986). Motivational Processes Affecting Learning. American
Psychologist, 41(10), 1040-1048.
Dweck, C. S., Chiu, C.Y., Hong, Y. Y. (1995). Implicit Theories and Their Role in
Judgments and Reactions: A Word From Two Perspectives. Psychological Inquiry, 6(4), 267-285.
Dweck, C. S. (2008). Mindset : The New Psychology of Success. Random House USA
Inc.
Dickey, M. D. (2006). Game Design Narrative for Learning: Appropriating Adventure
Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments. Educational Technology Research and Development, 54(3), 245-263.
Djaouti, D., Alvarez, J., & Jessel, J. (2011). Classifying Serious Games: The G/P/S
Model. In P. Felicia (Ed.), Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches (pp. 118-136).
Green, M. C., Brock, T. C. & Kaufman, G. F. ( 2004). Understanding Media
Enjoyment: The Role of Transportation Into Narrative Worlds. Communication Theory, 14(4), 311-327.
Heeter, C., Lee, Y., Magerko, B., & Medler, B. (2011). Impacts of Forced Serious
Game Play on Vulnerable Subgroups. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 3(3), 34-53.
Harp, S., & Mayer, R. (1998). How Seductive Details Do Their Damage: A Theory of
Cognitive Interest in Science Learning. Journal of Educational Psychology, 90(3), 414–434.
Iten, N., & Petko, D. (2016). Learning with serious games: is fun playing the game a
predictor of learning success? British Journal of Educational Technology, 47(1), 151–163.
Klimmt, C. (2009). Serious Games and Social Change: Why They (Should) Work. In
U. Ritterfeld, M. Cody, & P. Vorderer (Eds.) Serious Games: Mechanisms and Effects (pp. 248-270).
Lee, Y., Heeter, C., Magerko, B., & Medler, B. (2012). Gaming Mindsets: Implicit
Theories in Serious Game Learning. Cyberpsychology, behavior and social networking, 15(4), 190-4.
Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V.
(2014). Designing game-based learning environments for elementary science education: A narrative-centered learning perspective. Information Sciences, 264, 4-18.
Lu, A. S., Buday, R., Thompson, D., & Baranowski, T. (2016). What type of narrative
do children prefer in active video games? An exploratory study of cognitive and emotional responses. In S. Tettegah & W. D. Huang (Eds.), Emotions, technology, and digital games. (pp. 137-155) London: Elsevier Publications.
Magerko, B., Heeter, C., & Medler, B. (2010). Different Strokes for Different Folks :
Tapping Into the Hidden Potential of Serious Games. In R. Van Eck (Ed.), Gaming and cognition: Theories and practice from the learning sciences (pp. 255-280).
McDaniel, R., Fiore, S. M., & Nicholson, D. (2010). Serious Storytelling: Narrative
Considerations for Serious Games Researchers and Developers. In J. Cannon-Bowers, & C. Bowers (Eds.) Serious game design and development: Technologies for training and learning (pp. 13-30).
Marchiori, E. J., Torrente, J., Del Blanco, A., Moreno - Ger, P., Sancho, P., &
Fernandez - Manjon, B. (2012). A Narrative Metaphor to Facilitate Educational Game Authoring. Computers & Education, 58(1), 590-599.
Marsh, T., Xuejin, C., Nickole, L. Z., Osterweil, S., Klopfer, E., & Haas, J. (2011) Fun
and learning: the power of narrative. In: Proceedings of the 6th International Conference on Foundations of Digital Games, pp. 23-29.
McQuiggan, S.W., Rowe, J. P., Lee, S., & Lester, J. C. (2008). Story-Based Learning:
The Impact of Narrative on Learning Experiences and Outcomes. In B. P. Woolf, E. Aïmeur, R. Nkambou & S. P. Lajoie (Eds.) Intelligent Tutoring Systems (pp. 530-539).
Paiva, A., Dias, J., Sobral, D., Aylett, R., Woods, S., Hall, L., & Zoll, C. (2005).
Learning by Feeling: Evoking Empathy with Synthetic Characters. Applied Artificial Intelligence, 19(3-4), 235-266.
Park, B., Moreno, R., Seufert, T., & Brünken, R. (2011). Does cognitive load
moderate the seductive details effect? A multimedia study. Computers in Human Behavior, 27(1), 5-10.
Rowe, J. P., Mcquiggan, S. W., Mott, B. W., & Lester, J. C. (2007, July). Motivation in
Narrative-Centered Learning Environments. In: Proceedings of the Workshop on Narrative Learning Environments, 13th AIED Conference, pp. 40-49.
Rowe, J.P., Shores, L.R., Mott, B.W., & Lester, J.C. (2010). Integrating Learning and
Engagement in Narrative-Centered Learning Environments. Intelligent Tutoring Systems, 6095, 166-177.
Ross, R. (2011). Media Multitasking and Narrative Engagement: Multitasking as a
Moderator of Transportation. Unpublished master dissertation, The Ohio State University.
Spires, H. A., Rowe, J. P., Mott, B. W., & Lester, J. C. (2011). Problem Solving and
Game-Based Learning: Effects of Middle Grade Students` Hypothesis Testing Strategies on Learning Outcomes. Journal of Educational Computing Research, 44(4), 453-472.
Sangalang, A., Johnson, J. M. Q., & Ciancio, K. E. (2013). Exploring Audience
Involvement with an Interactive Narrative: Implications for Incorporating
Transmedia Storytelling into Entertainment-education Campaigns. Critical Arts, 27(1), 127-146.
Tettegah, S., & Huang, D. (2010). Cognitive load and empathy in serious games: A
conceptual framework (pp.137-149), In: Gaming and Cognition: Theories and Practice from the Learning Sciences, Richard Van Eck (Eds). Publisher: IGI.
Vahldick, A., Mendes, A., Marcelino, M. (2015, Oct). Analysing the Enjoyment of a
Serious Game for Programming Learning With two Unrelated Higher Education Audiences. In: European Conference on Games Based Learning, pp.523-531.
Valcke, M. (2002). Cognitive Load: Updating the Theory? Learning and Instruction,
12(1), 147-154.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013).
A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology, 105(2), 249-265.
Winn, B. M. (2009). The Design, Play, and Experience Framework. In R. Ferdig
(Ed.) Handbook of research on effective electronic gaming in education (pp. 1010-1024).
Wong, W. L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H.,
Wang, H., & Ritterfeld, U. (2007). Serious video game effectiveness. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (pp. 49-55).
描述 碩士
國立政治大學
傳播學院傳播碩士學位學程
103464043
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0103464043
資料類型 thesis
dc.contributor.advisor 林日璇zh_TW
dc.contributor.author (Authors) 陳懷娟zh_TW
dc.contributor.author (Authors) Chen, Huai Chuanen_US
dc.creator (作者) 陳懷娟zh_TW
dc.creator (作者) Chen, Huai Chuanen_US
dc.date (日期) 2017en_US
dc.date.accessioned 5-Apr-2017 15:43:11 (UTC+8)-
dc.date.available 5-Apr-2017 15:43:11 (UTC+8)-
dc.date.issued (上傳時間) 5-Apr-2017 15:43:11 (UTC+8)-
dc.identifier (Other Identifiers) G0103464043en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/108147-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 傳播學院傳播碩士學位學程zh_TW
dc.description (描述) 103464043zh_TW
dc.description.abstract (摘要)   本研究以遊戲的敘事特性作為主要的討論元素,企圖從敘事投入的概念而非過去經常使用的愉悅感去理解敘事在遊戲中所產生的機制,以此探討玩家在加入敘事元素後的遊戲過程中所產生的心理經驗反應以及其對學習效果的影響,並且根據過去嚴肅遊戲研究所提出的延伸概念,聚焦於嚴肅遊戲可能面臨的潛在弱勢玩家類型-遊戲學習動機低的抗拒型玩家,期望從不同的玩家類型差異討論其在高低敘事遊戲情境中的學習效果。研究結果發現不同的玩家類型在敘事投入上具有顯著的差異性,且嚴肅遊戲中敘事元素的加入的確會提升抗拒型玩家的學習效果,這表示敘事元素的加入或許是解決抗拒型玩家使用嚴肅遊戲時學習效果低落的一個方向。未來除了可以進一步比較影響不同玩家類型學習效果的因素,找出嚴肅遊戲可以改進的方向,也可以從敘事以外的遊戲特性、互動機制去思考其它能夠提升嚴肅遊戲學習效果的因子。zh_TW
dc.description.tableofcontents 第一章 前言 1
第一節 研究動機與目的 1
第二章 文獻探討 4
第一節 嚴肅遊戲的教育價值 4
第二節 個人差異性-玩家類型 5
第三節 研究特性-敘事 7
一、遊戲中的敘事 7
二、遊戲敘事與學習效果 13
第四節 先備知識與個人遊戲經驗的影響 17
第五節 小結 18
第三章 研究方法 20
第一節 研究方法、研究對象與實驗刺激物 20
第二節 敘事元素設計 22
一、高敘事組 23
二、低敘事組 26
第三節 實驗流程 27
第四節 問卷設計 28
一、玩家類型 28
二、敘事投入 28
三、先備知識 30
四、學習效果 31
五、個人遊戲經驗 31
第四章 研究結果 32
第一節 操弄檢測 32
第二節 樣本基本資料分析 33
第三節 研究假設分析 34
第五章 結論與建議 41
第一節 研究結論 41
第二節 研究貢獻 45
第三節 研究限制與未來研究方向 46
參考文獻 48
zh_TW
dc.format.extent 1432423 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0103464043en_US
dc.subject (關鍵詞) 嚴肅遊戲zh_TW
dc.subject (關鍵詞) 敘事zh_TW
dc.subject (關鍵詞) 學習效果zh_TW
dc.subject (關鍵詞) 玩家類型zh_TW
dc.title (題名) 從玩家類型探討敘事在嚴肅遊戲中的影響zh_TW
dc.title (題名) Exploring the impact of narrative in serious game on different types of playersen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 中文部分
ISDR災害模擬遊戲-阻止災害。上 網 日 期:2016 年 8 月, 取 自
http://www.stopdisastersgame.org/
劉渼(2008)。<創意說故事後敘事模式的教學應用研究>,《臺北大學中文學
報》,4,頁1-34。
英文部分
Blasko, D. G., Lum, H. C., White, M. M., & Drabik, H. B. (2014). Individual
Differences in the Enjoyment and Effectiveness of Serious Games. In T. Connolly, T. Hainey, E. Boyle, G. Baxter, & P. Moreno-Ger (Eds.) Psychology, pedagogy, and assessment in serious games (pp. 153-174).
Busselle, R. & Bilandzic, H. (2009). Measuring Narrative Engagement. Media
Psychology, 12, 321–347.
Brunken, R., Plass, J. L., & Leutner, D. (2003). Direct Measurement of Cognitive
Load in Multimedia Learning. Educational Psychologist, 38(1), 53-61.
Cohen, J (2001). Defining Identification: A Theoretical Look at the Identification of
Audiences With Media Characters.  Mass Communication & Society, 4(3), 245-264.
Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: its
hierarchical structure and impact on game-based science learning. Journal of Computer Assisted Learning, 31(3), 232-253.
Dweck, C. S. (1986). Motivational Processes Affecting Learning. American
Psychologist, 41(10), 1040-1048.
Dweck, C. S., Chiu, C.Y., Hong, Y. Y. (1995). Implicit Theories and Their Role in
Judgments and Reactions: A Word From Two Perspectives. Psychological Inquiry, 6(4), 267-285.
Dweck, C. S. (2008). Mindset : The New Psychology of Success. Random House USA
Inc.
Dickey, M. D. (2006). Game Design Narrative for Learning: Appropriating Adventure
Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments. Educational Technology Research and Development, 54(3), 245-263.
Djaouti, D., Alvarez, J., & Jessel, J. (2011). Classifying Serious Games: The G/P/S
Model. In P. Felicia (Ed.), Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches (pp. 118-136).
Green, M. C., Brock, T. C. & Kaufman, G. F. ( 2004). Understanding Media
Enjoyment: The Role of Transportation Into Narrative Worlds. Communication Theory, 14(4), 311-327.
Heeter, C., Lee, Y., Magerko, B., & Medler, B. (2011). Impacts of Forced Serious
Game Play on Vulnerable Subgroups. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 3(3), 34-53.
Harp, S., & Mayer, R. (1998). How Seductive Details Do Their Damage: A Theory of
Cognitive Interest in Science Learning. Journal of Educational Psychology, 90(3), 414–434.
Iten, N., & Petko, D. (2016). Learning with serious games: is fun playing the game a
predictor of learning success? British Journal of Educational Technology, 47(1), 151–163.
Klimmt, C. (2009). Serious Games and Social Change: Why They (Should) Work. In
U. Ritterfeld, M. Cody, & P. Vorderer (Eds.) Serious Games: Mechanisms and Effects (pp. 248-270).
Lee, Y., Heeter, C., Magerko, B., & Medler, B. (2012). Gaming Mindsets: Implicit
Theories in Serious Game Learning. Cyberpsychology, behavior and social networking, 15(4), 190-4.
Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V.
(2014). Designing game-based learning environments for elementary science education: A narrative-centered learning perspective. Information Sciences, 264, 4-18.
Lu, A. S., Buday, R., Thompson, D., & Baranowski, T. (2016). What type of narrative
do children prefer in active video games? An exploratory study of cognitive and emotional responses. In S. Tettegah & W. D. Huang (Eds.), Emotions, technology, and digital games. (pp. 137-155) London: Elsevier Publications.
Magerko, B., Heeter, C., & Medler, B. (2010). Different Strokes for Different Folks :
Tapping Into the Hidden Potential of Serious Games. In R. Van Eck (Ed.), Gaming and cognition: Theories and practice from the learning sciences (pp. 255-280).
McDaniel, R., Fiore, S. M., & Nicholson, D. (2010). Serious Storytelling: Narrative
Considerations for Serious Games Researchers and Developers. In J. Cannon-Bowers, & C. Bowers (Eds.) Serious game design and development: Technologies for training and learning (pp. 13-30).
Marchiori, E. J., Torrente, J., Del Blanco, A., Moreno - Ger, P., Sancho, P., &
Fernandez - Manjon, B. (2012). A Narrative Metaphor to Facilitate Educational Game Authoring. Computers & Education, 58(1), 590-599.
Marsh, T., Xuejin, C., Nickole, L. Z., Osterweil, S., Klopfer, E., & Haas, J. (2011) Fun
and learning: the power of narrative. In: Proceedings of the 6th International Conference on Foundations of Digital Games, pp. 23-29.
McQuiggan, S.W., Rowe, J. P., Lee, S., & Lester, J. C. (2008). Story-Based Learning:
The Impact of Narrative on Learning Experiences and Outcomes. In B. P. Woolf, E. Aïmeur, R. Nkambou & S. P. Lajoie (Eds.) Intelligent Tutoring Systems (pp. 530-539).
Paiva, A., Dias, J., Sobral, D., Aylett, R., Woods, S., Hall, L., & Zoll, C. (2005).
Learning by Feeling: Evoking Empathy with Synthetic Characters. Applied Artificial Intelligence, 19(3-4), 235-266.
Park, B., Moreno, R., Seufert, T., & Brünken, R. (2011). Does cognitive load
moderate the seductive details effect? A multimedia study. Computers in Human Behavior, 27(1), 5-10.
Rowe, J. P., Mcquiggan, S. W., Mott, B. W., & Lester, J. C. (2007, July). Motivation in
Narrative-Centered Learning Environments. In: Proceedings of the Workshop on Narrative Learning Environments, 13th AIED Conference, pp. 40-49.
Rowe, J.P., Shores, L.R., Mott, B.W., & Lester, J.C. (2010). Integrating Learning and
Engagement in Narrative-Centered Learning Environments. Intelligent Tutoring Systems, 6095, 166-177.
Ross, R. (2011). Media Multitasking and Narrative Engagement: Multitasking as a
Moderator of Transportation. Unpublished master dissertation, The Ohio State University.
Spires, H. A., Rowe, J. P., Mott, B. W., & Lester, J. C. (2011). Problem Solving and
Game-Based Learning: Effects of Middle Grade Students` Hypothesis Testing Strategies on Learning Outcomes. Journal of Educational Computing Research, 44(4), 453-472.
Sangalang, A., Johnson, J. M. Q., & Ciancio, K. E. (2013). Exploring Audience
Involvement with an Interactive Narrative: Implications for Incorporating
Transmedia Storytelling into Entertainment-education Campaigns. Critical Arts, 27(1), 127-146.
Tettegah, S., & Huang, D. (2010). Cognitive load and empathy in serious games: A
conceptual framework (pp.137-149), In: Gaming and Cognition: Theories and Practice from the Learning Sciences, Richard Van Eck (Eds). Publisher: IGI.
Vahldick, A., Mendes, A., Marcelino, M. (2015, Oct). Analysing the Enjoyment of a
Serious Game for Programming Learning With two Unrelated Higher Education Audiences. In: European Conference on Games Based Learning, pp.523-531.
Valcke, M. (2002). Cognitive Load: Updating the Theory? Learning and Instruction,
12(1), 147-154.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013).
A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology, 105(2), 249-265.
Winn, B. M. (2009). The Design, Play, and Experience Framework. In R. Ferdig
(Ed.) Handbook of research on effective electronic gaming in education (pp. 1010-1024).
Wong, W. L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H.,
Wang, H., & Ritterfeld, U. (2007). Serious video game effectiveness. In Proceedings of the International Conference on Advances in Computer Entertainment Technology (pp. 49-55).
zh_TW