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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 1-二月-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.php
Bovet, 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. (1996). Measuring Customer Value: Gaining the Strategic Advantage. Organizational Dynamics, Vol. 24, No. 3, pp. 63-77.
Carr D., Buckingham D., Burn A., & Schott G. (2006). Computer Games: Text, Narrative, and Play. Cambridge: Polity Press.
Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco: Jossey-Bass.
Davis, F., Bagozzi, R., & Warshaw, P. (1989). User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science, Vol. 35, No.8, pp. 982-1003.
Day, G. (1990). Market Driven Strategy: Processes for Creating Value. New York: Free Press.
de Vos, J., Haaker, T., & Teerling, M. (2008). Consumer Value of Context Aware and Location Based Mobile Services. Proceeding of the 21th Bled eConference.
Deci, E., & Ryan, R. (1987). Accessibility and Stability of Predictors in the Theory of Planned Behavior. Journal of Personality and Social Psychology, Vol. 63, No. 5, pp. 754–765.
Dwyer, C., Hiltz, S., & Passerini, K. (2007). Trust and Privacy Concern Within Social Networking Sites: A Comparison of Facebook and MySpace. Proceeding of AMCIS.
Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in Action Videogames: A Qualitative Design Model. Human-Computer Interaction, Vol.17, No.4, pp. 311-368.
Farhi, P. (1991). Taking Local Coverage to the Limit: 24-Hour Cable News. Washington Post, March 11th, 1991.
Fischer, E., & Arnold, S. (1990). More than a Labor of Love : Gender Roles and Christmas Shopping. Journal of Consumer Research, Vol. 17, No. 3, pp. 333-345.
Francis, L. (1997). Mobile Computing: A Fact in Your Future. Proceeding of the 15th Annual International Conference on Computer Documentation.
Hirschman, E., & Holbrook, M. (1982). Hedonic Consumption: Emerging Concepts, Methods, and Propositions. Journal of Marketing, Vol. 46, No. 3, pp. 92-101.
Holbrook, M. (1994). The Nature of Customer’s Value: An Axiology of Service in Consumption Experience. In Rust, R. T., & Oliver R. L. eds., Service Quality: New Direction in Theory and Practice. California: Sage.
Holbrook, M. (1999). Consumer Value: A Framework for Analysis and Research. London: Routledge.
Holbrook, M. (2005). Customer Value and Autoethnography: Subjective Personal Introspection and the Meanings of a Photograph Collection. Journal of Business Research, Vol. 58, No.1, pp. 45-61.
Hsu, C., & Lu, H. (2004). Why do People Play On-line Games? An Extended TAM with Social Influences and Flow Experience. Information & Management, Vol. 41, No. 7, pp. 853-868.
Hyatt, N. (2008). What`s Wrong with Facebook Games? Retrieved August 10, 2010, from http://nabeel.typepad.com/brinking/2008/01/whats-wrong-wit.html
Igbaria, M., Parasuraman, S., & Baroudi, J. (1996). A Motivational Model of Microcomputer Usage. Journal of Management Information Systems, Vol. 13, No. 1, pp. 127-143.
Järvinen, A. (2009). Game Design for Social Networks: Interaction Design for Playful Dispositions. Proceeding of the 2009 ACM SIGGRAPH Symposium on Video Games, pp. 95-102.
Klug, G., & Schell, J. (2006). Why People Play Games: An Industry Perspective. In Varderer, P., & Bryant, J. (Ed.), Playing Video Games: Motives, Responses, and Consequences. New Jersey: Lawrence Erlbaum Associates.
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Kuo, Y., Chiang, K., Chan, C., Lee, J., Wang, R., & Shen, E., et al. (2009). Community-based Game Design: Experiments on Social Games for Commonsense Data Collection. Paris: France.
Lazzaro, N. (2004). Why We Play Games: Four Keys to more Emotion without Story. Retrieved March 04, 2012, from http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf
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Mortensen, T. (2008). Flickr, the MMORPG. Proceeding of the Academic BarCamp, University of Urbino.
O`Neill, N. (2008). What Exactly are Social Games? Retrieved April 1, 2010, from http://www.socialtimes.com/2008/07/social-games/
Pura, M. (2005). Linking Perceived Value and Loyalty in Location-based Mobile Services, Managing Service Quality, Vol. 15, No. 6, pp. 509-538.
Rao, V. (2008). Facebook Applications and Playful Mood: The Construction of Facebook as a "Third Place". Proceeding of the 12th International MindTrek Conference on Entertainment and Media in the Ubiquitous Era. New York: ACM Press.
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Smith, B., & Colgate, M. (2007). Customer Value Creation: A Practical Framework. The Journal of Marketing Theory and Practice, Vol. 15, No. 1, pp. 7-23.
Sweeney, J., & Soutar, G. (2001). Consumer Perceived Value: The Development of a Multiple Item Scale. Journal of Retailing, Vol. 77, No. 2, pp. 203-220.
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Woodruff, R. (1997). Customer Value: The Next Source for Competitive Advantage. Journal of the Academy of Marketing Science, Vol. 25, No. 2, pp. 139-153.
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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-Tungen_US
dc.contributor.author (作者) 羅元皇zh_TW
dc.contributor.author (作者) Lo, Yuan-Huangen_US
dc.creator (作者) 羅元皇zh_TW
dc.creator (作者) Lo, Yuan-Huangen_US
dc.date (日期) 2012en_US
dc.date.accessioned 1-二月-2021 13:59:24 (UTC+8)-
dc.date.available 1-二月-2021 13:59:24 (UTC+8)-
dc.date.issued (上傳時間) 1-二月-2021 13:59:24 (UTC+8)-
dc.identifier (其他 識別碼) G0099359007en_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) 99359007zh_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/#G0099359007en_US
dc.subject (關鍵詞) SoLoMozh_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) SoLoMoen_US
dc.subject (關鍵詞) Social Networking Service gameen_US
dc.subject (關鍵詞) Mobile gameen_US
dc.subject (關鍵詞) Location-Based Serviceen_US
dc.subject (關鍵詞) Customer valueen_US
dc.subject (關鍵詞) Game designen_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 perspectiveen_US
dc.type (資料類型) thesisen_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. Retrieved July 1, 2011, from http://www.gamasutra.com/blogs/IanBogost/20110701/7899/Revisiting_Asynchronous_Multiplayer_Games.php
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dc.identifier.doi (DOI) 10.6814/NCCU202100137en_US