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題名 從SoLoMo看數位遊戲設計
The study of the digital game design - Customer Value perspective作者 羅元皇
Lo, Yuan-Huang貢獻者 溫肇東
Wen, Chao-Tung
羅元皇
Lo, Yuan-Huang關鍵詞 SoLoMo
社交遊戲
行動遊戲
適地性服務
顧客價值
遊戲設計
SoLoMo
Social Networking Service game
Mobile game
Location-Based Service
Customer value
Game design日期 2012 上傳時間 1-Feb-2021 13:59:24 (UTC+8) 摘要 數位遊戲產業在全球金融風暴中逆勢成長,證實了宅經濟效應的潛力。隨著科技應用發展越趨多樣,玩家行為也逐漸發生變化。過去遊戲產業主要以平台作為遊戲分類的依據,現今則從玩家行為思考,進而產生線上遊戲、社交遊戲、行動遊戲等類型。 而近年出現的網路趨勢新顯學SoLoMo,融合了網路社交、適地性服務與即時上網的概念,其中兩者正好與社交遊戲和行動遊戲相符,基於適地性服務設計的遊戲也開始逐漸增多。 因此本研究以顧客價值的角度,試圖探討SoLoMo於數位遊戲產業中是如何為玩家創造價值,帶給玩家更愉悅的體驗,提供遊戲開發者在進行設計時的一個參考。本研究發現: 1. 適地遊戲內容不應完全受限於地理位置。 2. 遊戲設計必須發揮SoLoMo最符合玩家使用情境的特性。 3. SoLoMo不只是Social、Local與Mobile各自獨立,遊戲機制應將三種要素整合成一個完整的系統,加乘彼此效益。
Digital game industry grew despite the trends for global financial meltdown, which confirmed the potential of stay-at-home economy. Because player behavior has gradually changed as the development of technology applications, we categorize the games into some genres liked online games, social networking games or mobile games based on player behavior instead of platforms. As the most famous internet trend emerged in recent years, SoLoMo is an abbreviation of Social, Local and Mobile. Two of the above components are just related to social networking games and mobile games. Also LBS games increase gradually. Thereby, the study aims to explore the process how SoLoMo creates values for players from the perspective of customer value, which provide reference for game design. The findings of this research demonstrate: 1. The content of LBS games should not be limited by location. 2. Developers should use player-oriented design thinking to bring the advantages of SoLoMo. 3. SoLoMo is not only social, local and mobile independently. Developers should consider these three components as an integration.參考文獻 一、中文資料石婉婷 (2012)。Facebook打卡與自我表現—從所在地意識出發。政治大學新聞研究所碩士論文。朱晏瑱 (2009)。從Facebook看網路遊戲走向社交遊戲的未來。聯合新聞網,http://mag.udn.com/mag/digital/storypage.jsp?f_MAIN_ID=314&f_SUB_ID=2922&f_ART_ID=204768,檢索日期2012/01/10。吳思華 (1996)。策略九說:策略思考的本質。台北:臉譜。吳珮琪 (2001)。行動商務掌握世界脈動。商業現代化,48期,1-5。胡昭民 (2007)。遊戲設計概論。台北:博碩文化。張春興 (1994)。教育心理學:三化取向的理論與實踐。台北:東華。陳釧瑤、張奇、蔡華展、張家維、黃淑芬、林柏齊、顏向瑜、曾維貞(2009)。行動寬頻下之適地性 (LBS) 服務發展趨勢。財團法人資訊工業策進會。黃國峯、林谷合 (2009)。LBS定位之商圈/展場創新服務研究計畫。財團法人資訊工業策進會。劉兆悅 (2001)。行動通信與無線上網產業發展分析。國立台灣大學商學研究所碩士論文。蔣昕 (2010)。臉書上的一張臉譜:社交網站上的劃界與展演。國立清華大學社會學研究所碩士論文。龔劍等人 (2008)。J2ME手機遊戲開發詳解:快速入門、觀點剖析、商業案例。台北:文魁資訊。二、英文資料Albrecht, K. (1994). Customer Value. Executive Excellence, Vol. 11, No. 9, pp. 14-15.Ahtola, Olli T.(1985). Hedonic and Utilitarian Aspects of Consumer Behavior: An Attitudinal Perspective. Advances in Consumer Research, Vol. 12, pp. 7-10.Balasubramanian, S., & Mahajan, V. (2001). The Economic Leverage of the Virtual Community. International Journal of Electronic Commerce, Vol. 5, No. 3, pp. 103-138.Belk, R. (1988). Possessions and the Extended Self. Journal of Consumer Research, Vol. 15, pp. 139-168.Benbasat, I., Goldstein, D., & Mead, M. (1987). The Case Research Strategy in Studies of Information Systems. MIS Quarterly, Vol. 11, No. 3, pp. 369-386.Betra, Rajeev, & Ahtola, O. (1990). Measuring the Hedonic and Utilitarian Sources of Consumer Attitudes. Marketing Letters, Vol. 2, No. 2, pp. 159-170.Bettman, J. (1979). An Information Processing Theory of Consumer Choice. Massachusetts: Addison-Wesley.Bogost, I. (2004). Revisiting Asynchronous Multiplayer Games. Retrieved July 1, 2011, from http://www.gamasutra.com/blogs/IanBogost/20110701/7899/Revisiting_Asynchronous_Multiplayer_Games.phpBovet, D., Martha, J., & Kramer, K. (2000). Value Nets: Breaking the Supply Chain to Unlock Hidden Profits. New York: John Wiley & Sons Inc.Butz, H., & Goodstein, L. 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Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence. Journal of Marketing, Vol. 52, No. 3, pp. 2-22. 描述 碩士
國立政治大學
科技管理研究所
99359007資料來源 http://thesis.lib.nccu.edu.tw/record/#G0099359007 資料類型 thesis dc.contributor.advisor 溫肇東 zh_TW dc.contributor.advisor Wen, Chao-Tung en_US dc.contributor.author (Authors) 羅元皇 zh_TW dc.contributor.author (Authors) Lo, Yuan-Huang en_US dc.creator (作者) 羅元皇 zh_TW dc.creator (作者) Lo, Yuan-Huang en_US dc.date (日期) 2012 en_US dc.date.accessioned 1-Feb-2021 13:59:24 (UTC+8) - dc.date.available 1-Feb-2021 13:59:24 (UTC+8) - dc.date.issued (上傳時間) 1-Feb-2021 13:59:24 (UTC+8) - dc.identifier (Other Identifiers) G0099359007 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/133842 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 科技管理研究所 zh_TW dc.description (描述) 99359007 zh_TW dc.description.abstract (摘要) 數位遊戲產業在全球金融風暴中逆勢成長,證實了宅經濟效應的潛力。隨著科技應用發展越趨多樣,玩家行為也逐漸發生變化。過去遊戲產業主要以平台作為遊戲分類的依據,現今則從玩家行為思考,進而產生線上遊戲、社交遊戲、行動遊戲等類型。 而近年出現的網路趨勢新顯學SoLoMo,融合了網路社交、適地性服務與即時上網的概念,其中兩者正好與社交遊戲和行動遊戲相符,基於適地性服務設計的遊戲也開始逐漸增多。 因此本研究以顧客價值的角度,試圖探討SoLoMo於數位遊戲產業中是如何為玩家創造價值,帶給玩家更愉悅的體驗,提供遊戲開發者在進行設計時的一個參考。本研究發現: 1. 適地遊戲內容不應完全受限於地理位置。 2. 遊戲設計必須發揮SoLoMo最符合玩家使用情境的特性。 3. SoLoMo不只是Social、Local與Mobile各自獨立,遊戲機制應將三種要素整合成一個完整的系統,加乘彼此效益。 zh_TW dc.description.abstract (摘要) Digital game industry grew despite the trends for global financial meltdown, which confirmed the potential of stay-at-home economy. Because player behavior has gradually changed as the development of technology applications, we categorize the games into some genres liked online games, social networking games or mobile games based on player behavior instead of platforms. As the most famous internet trend emerged in recent years, SoLoMo is an abbreviation of Social, Local and Mobile. Two of the above components are just related to social networking games and mobile games. Also LBS games increase gradually. Thereby, the study aims to explore the process how SoLoMo creates values for players from the perspective of customer value, which provide reference for game design. The findings of this research demonstrate: 1. The content of LBS games should not be limited by location. 2. Developers should use player-oriented design thinking to bring the advantages of SoLoMo. 3. SoLoMo is not only social, local and mobile independently. Developers should consider these three components as an integration. en_US dc.description.tableofcontents 本文目錄第一章 緒論 1第一節 研究背景與動機 1第二節 研究目的與問題 1第三節 研究流程 2第二章 文獻探討 4第一節 SoLoMo 4第二節 數位遊戲 8第三節 遊戲動機 15第四節 顧客價值 17第五節 Smith & Colgate顧客價值架構 22第三章 研究方法 26第一節 研究架構 26第二節 研究方法 26第三節 資料蒐集 28第四節 研究限制 30第四章 個案研究 32第一節《轉吧!流麵》 32第二節《美髮玩家》 41第三節《Pirate`s Code》 49第四節 個案分析 57第五章 研究發現 60第一節 研究發現 60第六章 結論與建議 71第一節 研究結論 71第二節 研究建議 72參考文獻 73圖目錄圖1-1 研究流程 3圖2-1 2011年台灣消費者持有手機情況 6圖2-2 智慧型手機使用者娛樂功能行為分析 10圖2-3 一對一互動模式 13圖2-4 直接互動模式與網路代理間接互動模式 13圖2-5 社交遊戲設計方案架構 15圖2-6 價值形成的要素 18圖3-1 本研究之研究架構 26圖4-1 《轉吧!流麵》遊戲畫面 33圖4-2 《轉吧!流麵》道具設計 37圖4-3 《美髮玩家》遊戲畫面 42圖4-4 《Pirate`s Code》遊戲畫面 50表目錄表2-1 Holbrook顧客價值構面 20表2-2 Smith & Colgate顧客價值架構 22表3-1 個人訪談說明 30表4-1 《轉吧!流麵》顧客價值分析 41表4-2 《美髮玩家》顧客價值分析 49表4-3 《Pirate`s Code》顧客價值分析 57表4-4 數位遊戲藉由SoLoMo創造之顧客價值分析 57表5-1 研究問題與研究發現整理表 69 zh_TW dc.format.extent 2677780 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0099359007 en_US dc.subject (關鍵詞) SoLoMo zh_TW dc.subject (關鍵詞) 社交遊戲 zh_TW dc.subject (關鍵詞) 行動遊戲 zh_TW dc.subject (關鍵詞) 適地性服務 zh_TW dc.subject (關鍵詞) 顧客價值 zh_TW dc.subject (關鍵詞) 遊戲設計 zh_TW dc.subject (關鍵詞) SoLoMo en_US dc.subject (關鍵詞) Social Networking Service game en_US dc.subject (關鍵詞) Mobile game en_US dc.subject (關鍵詞) Location-Based Service en_US dc.subject (關鍵詞) Customer value en_US dc.subject (關鍵詞) Game design en_US dc.title (題名) 從SoLoMo看數位遊戲設計 zh_TW dc.title (題名) The study of the digital game design - Customer Value perspective en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 一、中文資料石婉婷 (2012)。Facebook打卡與自我表現—從所在地意識出發。政治大學新聞研究所碩士論文。朱晏瑱 (2009)。從Facebook看網路遊戲走向社交遊戲的未來。聯合新聞網,http://mag.udn.com/mag/digital/storypage.jsp?f_MAIN_ID=314&f_SUB_ID=2922&f_ART_ID=204768,檢索日期2012/01/10。吳思華 (1996)。策略九說:策略思考的本質。台北:臉譜。吳珮琪 (2001)。行動商務掌握世界脈動。商業現代化,48期,1-5。胡昭民 (2007)。遊戲設計概論。台北:博碩文化。張春興 (1994)。教育心理學:三化取向的理論與實踐。台北:東華。陳釧瑤、張奇、蔡華展、張家維、黃淑芬、林柏齊、顏向瑜、曾維貞(2009)。行動寬頻下之適地性 (LBS) 服務發展趨勢。財團法人資訊工業策進會。黃國峯、林谷合 (2009)。LBS定位之商圈/展場創新服務研究計畫。財團法人資訊工業策進會。劉兆悅 (2001)。行動通信與無線上網產業發展分析。國立台灣大學商學研究所碩士論文。蔣昕 (2010)。臉書上的一張臉譜:社交網站上的劃界與展演。國立清華大學社會學研究所碩士論文。龔劍等人 (2008)。J2ME手機遊戲開發詳解:快速入門、觀點剖析、商業案例。台北:文魁資訊。二、英文資料Albrecht, K. (1994). Customer Value. Executive Excellence, Vol. 11, No. 9, pp. 14-15.Ahtola, Olli T.(1985). Hedonic and Utilitarian Aspects of Consumer Behavior: An Attitudinal Perspective. Advances in Consumer Research, Vol. 12, pp. 7-10.Balasubramanian, S., & Mahajan, V. (2001). The Economic Leverage of the Virtual Community. International Journal of Electronic Commerce, Vol. 5, No. 3, pp. 103-138.Belk, R. (1988). Possessions and the Extended Self. Journal of Consumer Research, Vol. 15, pp. 139-168.Benbasat, I., Goldstein, D., & Mead, M. (1987). The Case Research Strategy in Studies of Information Systems. MIS Quarterly, Vol. 11, No. 3, pp. 369-386.Betra, Rajeev, & Ahtola, O. (1990). Measuring the Hedonic and Utilitarian Sources of Consumer Attitudes. Marketing Letters, Vol. 2, No. 2, pp. 159-170.Bettman, J. (1979). An Information Processing Theory of Consumer Choice. Massachusetts: Addison-Wesley.Bogost, I. (2004). Revisiting Asynchronous Multiplayer Games. 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