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題名 舒壓技巧:探索舒適遊戲設計的關鍵因素並開發原型以幫助減輕壓力和促進放鬆
CozyCraft: Exploring Key Factors for Cozy Game Design and Developing a Prototype to Help Reduce Stress and Promote Relaxation作者 祺寶林
Srisawat, Chanakan貢獻者 林日璇
Tammy Lin
祺寶林
Chanakan Srisawat關鍵詞 舒適遊戲
影視遊戲產業
放鬆
舒適
治療特性
心理健康
壓力緩解
調查分析
遊戲設計元素
Cozy games
Video game industry
Relaxation
Comfort
Therapeutic qualities
Mental health
Stress reduction
Survey analysis
Game design elements日期 2024 上傳時間 1-三月-2024 14:20:40 (UTC+8) 摘要 影視遊戲產業正經歷「舒適遊戲」的激增,這些遊戲旨在促進放鬆和舒適。本畢業設計專題探討了這些遊戲的治療特性的關鍵設計元素。 一項包括88名參與者的調查顯示,儘管這些遊戲因提升情緒和認知功能而聲名大噪,但支持這些說法的實證研究有限。該專題旨在通過提供文獻綜述和實證分析來填補這一空白,強調舒適遊戲在心理健康和壓力緩解中的潛力。 關鍵發現表明,緩慢的節奏、低風險挑戰和沒有時間壓力對舒適遊戲的吸引力至關重要。該研究還強調了社交互動和情感影響對玩家健康的重要性,主張合作式多人遊戲功能和支持探索和發現的敘事。 畢業設計專題最終呈現了「舒適樂園」的詳細遊戲原型,展示了玩家反饋在迭代設計過程中的重要性。這些見解對遊戲設計師來說至關重要,以創造優先考慮玩家舒適和參與度的沉浸式體驗,預示著未來遊戲將因其娛樂價值和對心理健康的恢復性影響而備受推崇。
The video game industry is experiencing a surge in "cozy games," which are designed to promote relaxation and comfort. This capstone project explores the key design elements that contribute to these games' therapeutic qualities. A survey with 88 participants revealed that Despite their reputation for enhancing mood and cognitive function, there is limited empirical research supporting these claims. This project aims to fill this gap by providing a literature review and empirical analysis that highlights the potential of cozy games in mental health and stress reduction. Key findings suggest that slow pacing, low-stakes challenges, and the absence of time pressure are central to the appeal of cozy games. The study also emphasizes the importance of social interaction and emotional impact on player well-being, advocating for cooperative multiplayer features and narratives that support exploration and discovery. The capstone project culminates in a detailed gameplay prototype of "Cozy Haven," showcasing how player feedback is crucial in the iterative design process. These insights are crucial for game designers to create immersive experiences that prioritize player comfort and engagement, suggesting a future where games are revered for their entertainment value and restorative impact on mental well-being.參考文獻 Alexiou, A., Schippers, M. C., Oshri, I., & Angelopoulos, S. (2020, December 17). Narrative and aesthetics as antecedents of perceived learning in serious games. Information Technology & People, 35(8), 142–161. https://doi.org/10.1108/itp-08-2019-0435 Baker, M. M. (2022, October 1). The visual and narrative rhetoric of mental health in Gris. Journal of Gaming & Virtual Worlds, 14(3), 249–266. https://doi.org/10.1386/jgvw_00061_1 Bateman, C., & Nacke, L. E. (2010, May 6). The neurobiology of play. Proceedings of the International Academic Conference on the Future of Game Design and Technology. https:// doi.org/10.1145/1920778.1920780 Barr, M., & Copeland-Stewart, A. (2021, May 6). Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being. Games and Culture, 17(1), 122– 139. https://doi.org/10.1177/15554120211017036 Chan, L., Chandross, D., Cober, S., & Lachman, R. (2022, November 2). TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy. Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3505270.3558352 Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666. doi:10.1177/174569161559223463 Graf, R., Benawri, P., Whitesall, A. E., Carichner, D., Li, Z., Nebeling, M., & Kim, H. S. (2019, October 17). iGYM. Proceedings of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3311350.3347161 Howe, Ordon, Hurd, Cook, Forbes, Diaz, Eiserloh, & X. (2017). Project Horseshoe 2017 Report Section 3. Project Horseshoe 2017 report section 3. Retrieved March 31, 2023, from https://www.projecthorseshoe.com/reports/featured/ph17r3.htm Kuss, D. J., Griffiths, M. D., & Binder, J. (2013). Internet addiction in students: Prevalence and risk factors. Computers in Human Behavior, 29(3), 959-966. doi:10.1016/ j.chb.2012.12.024 Maher, B. (2021). Cozy Games: How to have a restorative gaming experience. Wired. Retrieved from https://www.wired.com/story/cozy-games-restorative-gaming-experience/ Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015, October 2). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/ 10.1080/00461520.2015.1122533 Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2021). Video games and well-being: A comprehensive review. Science Advances, 7(40), eabf2721. https:// doi.org/10.1126/sciadv.abf2721 Pusateri, J., Leng, J., Wang, Q., Chen, X., & Hammer, J. (2020, April 21). Designing Games for Healthy Sleep. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376413 64 Reay, E. (2021, June 1). Cute, cuddly and completely crushable: Plushies as avatars in video games. Journal of Gaming & Virtual Worlds, 13(2), 131–149. https://doi.org/10.1386/ jgvw_00033_1 Spieler, Kemeny, Landerl, Binder, & Slany. (2020, October). The Learning Value of Game Design Activities: Association between Computational Thinking and Cognitive Skills. The Learning Value of Game Design Activities: Association Between Computational Thinking and Cognitive Skills. https://doi.org/10.1145/3421590.3421607 Waszkiewicz, A., & Bakun, M. (2020, October 1). Towards the aesthetics of cozy video games. Journal of Gaming & Virtual Worlds, 12(3), 225–240. https://doi.org/10.1386/ jgvw_00017_1 Wee, S. C., & Choong, W. W. (2019, March). Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users’ energy conservation behaviour. Journal of Environmental Management, 233, 97–106. https://doi.org/10.1016/ j.jenvman.2018.11.127 Zubek, R. (2020, August 1). Elements of Game Design. the MIT Press. 描述 碩士
國立政治大學
全球傳播與創新科技碩士學位學程
111ZM1017資料來源 http://thesis.lib.nccu.edu.tw/record/#G0111ZM1017 資料類型 thesis dc.contributor.advisor 林日璇 zh_TW dc.contributor.advisor Tammy Lin en_US dc.contributor.author (作者) 祺寶林 zh_TW dc.contributor.author (作者) Chanakan Srisawat en_US dc.creator (作者) 祺寶林 zh_TW dc.creator (作者) Srisawat, Chanakan en_US dc.date (日期) 2024 en_US dc.date.accessioned 1-三月-2024 14:20:40 (UTC+8) - dc.date.available 1-三月-2024 14:20:40 (UTC+8) - dc.date.issued (上傳時間) 1-三月-2024 14:20:40 (UTC+8) - dc.identifier (其他 識別碼) G0111ZM1017 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/150282 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 全球傳播與創新科技碩士學位學程 zh_TW dc.description (描述) 111ZM1017 zh_TW dc.description.abstract (摘要) 影視遊戲產業正經歷「舒適遊戲」的激增,這些遊戲旨在促進放鬆和舒適。本畢業設計專題探討了這些遊戲的治療特性的關鍵設計元素。 一項包括88名參與者的調查顯示,儘管這些遊戲因提升情緒和認知功能而聲名大噪,但支持這些說法的實證研究有限。該專題旨在通過提供文獻綜述和實證分析來填補這一空白,強調舒適遊戲在心理健康和壓力緩解中的潛力。 關鍵發現表明,緩慢的節奏、低風險挑戰和沒有時間壓力對舒適遊戲的吸引力至關重要。該研究還強調了社交互動和情感影響對玩家健康的重要性,主張合作式多人遊戲功能和支持探索和發現的敘事。 畢業設計專題最終呈現了「舒適樂園」的詳細遊戲原型,展示了玩家反饋在迭代設計過程中的重要性。這些見解對遊戲設計師來說至關重要,以創造優先考慮玩家舒適和參與度的沉浸式體驗,預示著未來遊戲將因其娛樂價值和對心理健康的恢復性影響而備受推崇。 zh_TW dc.description.abstract (摘要) The video game industry is experiencing a surge in "cozy games," which are designed to promote relaxation and comfort. This capstone project explores the key design elements that contribute to these games' therapeutic qualities. A survey with 88 participants revealed that Despite their reputation for enhancing mood and cognitive function, there is limited empirical research supporting these claims. This project aims to fill this gap by providing a literature review and empirical analysis that highlights the potential of cozy games in mental health and stress reduction. Key findings suggest that slow pacing, low-stakes challenges, and the absence of time pressure are central to the appeal of cozy games. The study also emphasizes the importance of social interaction and emotional impact on player well-being, advocating for cooperative multiplayer features and narratives that support exploration and discovery. The capstone project culminates in a detailed gameplay prototype of "Cozy Haven," showcasing how player feedback is crucial in the iterative design process. These insights are crucial for game designers to create immersive experiences that prioritize player comfort and engagement, suggesting a future where games are revered for their entertainment value and restorative impact on mental well-being. en_US dc.description.tableofcontents CHAPTERS INTRODUCTION pp.1-pp.3 LITERATURE REVIEW pp.4-pp.24 METHODOLOGY AND RESULT pp.25-pp.47 PROTOTYPE pp.48-pp.56 DISCUSSION AND CONCLUSION pp.57-pp.62 REFERENCES pp.63-pp.65 APPENDICES pp.66-pp.70 zh_TW dc.format.extent 33359424 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0111ZM1017 en_US dc.subject (關鍵詞) 舒適遊戲 zh_TW dc.subject (關鍵詞) 影視遊戲產業 zh_TW dc.subject (關鍵詞) 放鬆 zh_TW dc.subject (關鍵詞) 舒適 zh_TW dc.subject (關鍵詞) 治療特性 zh_TW dc.subject (關鍵詞) 心理健康 zh_TW dc.subject (關鍵詞) 壓力緩解 zh_TW dc.subject (關鍵詞) 調查分析 zh_TW dc.subject (關鍵詞) 遊戲設計元素 zh_TW dc.subject (關鍵詞) Cozy games en_US dc.subject (關鍵詞) Video game industry en_US dc.subject (關鍵詞) Relaxation en_US dc.subject (關鍵詞) Comfort en_US dc.subject (關鍵詞) Therapeutic qualities en_US dc.subject (關鍵詞) Mental health en_US dc.subject (關鍵詞) Stress reduction en_US dc.subject (關鍵詞) Survey analysis en_US dc.subject (關鍵詞) Game design elements en_US dc.title (題名) 舒壓技巧:探索舒適遊戲設計的關鍵因素並開發原型以幫助減輕壓力和促進放鬆 zh_TW dc.title (題名) CozyCraft: Exploring Key Factors for Cozy Game Design and Developing a Prototype to Help Reduce Stress and Promote Relaxation en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) Alexiou, A., Schippers, M. C., Oshri, I., & Angelopoulos, S. (2020, December 17). Narrative and aesthetics as antecedents of perceived learning in serious games. Information Technology & People, 35(8), 142–161. https://doi.org/10.1108/itp-08-2019-0435 Baker, M. M. (2022, October 1). The visual and narrative rhetoric of mental health in Gris. Journal of Gaming & Virtual Worlds, 14(3), 249–266. https://doi.org/10.1386/jgvw_00061_1 Bateman, C., & Nacke, L. E. (2010, May 6). The neurobiology of play. Proceedings of the International Academic Conference on the Future of Game Design and Technology. https:// doi.org/10.1145/1920778.1920780 Barr, M., & Copeland-Stewart, A. (2021, May 6). Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being. Games and Culture, 17(1), 122– 139. https://doi.org/10.1177/15554120211017036 Chan, L., Chandross, D., Cober, S., & Lachman, R. (2022, November 2). TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy. Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3505270.3558352 Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666. doi:10.1177/174569161559223463 Graf, R., Benawri, P., Whitesall, A. E., Carichner, D., Li, Z., Nebeling, M., & Kim, H. S. (2019, October 17). iGYM. Proceedings of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3311350.3347161 Howe, Ordon, Hurd, Cook, Forbes, Diaz, Eiserloh, & X. (2017). Project Horseshoe 2017 Report Section 3. Project Horseshoe 2017 report section 3. Retrieved March 31, 2023, from https://www.projecthorseshoe.com/reports/featured/ph17r3.htm Kuss, D. J., Griffiths, M. D., & Binder, J. (2013). Internet addiction in students: Prevalence and risk factors. Computers in Human Behavior, 29(3), 959-966. doi:10.1016/ j.chb.2012.12.024 Maher, B. (2021). Cozy Games: How to have a restorative gaming experience. Wired. Retrieved from https://www.wired.com/story/cozy-games-restorative-gaming-experience/ Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015, October 2). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/ 10.1080/00461520.2015.1122533 Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2021). Video games and well-being: A comprehensive review. Science Advances, 7(40), eabf2721. https:// doi.org/10.1126/sciadv.abf2721 Pusateri, J., Leng, J., Wang, Q., Chen, X., & Hammer, J. (2020, April 21). Designing Games for Healthy Sleep. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376413 64 Reay, E. (2021, June 1). Cute, cuddly and completely crushable: Plushies as avatars in video games. Journal of Gaming & Virtual Worlds, 13(2), 131–149. https://doi.org/10.1386/ jgvw_00033_1 Spieler, Kemeny, Landerl, Binder, & Slany. (2020, October). The Learning Value of Game Design Activities: Association between Computational Thinking and Cognitive Skills. The Learning Value of Game Design Activities: Association Between Computational Thinking and Cognitive Skills. https://doi.org/10.1145/3421590.3421607 Waszkiewicz, A., & Bakun, M. (2020, October 1). Towards the aesthetics of cozy video games. Journal of Gaming & Virtual Worlds, 12(3), 225–240. https://doi.org/10.1386/ jgvw_00017_1 Wee, S. C., & Choong, W. W. (2019, March). Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users’ energy conservation behaviour. Journal of Environmental Management, 233, 97–106. https://doi.org/10.1016/ j.jenvman.2018.11.127 Zubek, R. (2020, August 1). Elements of Game Design. the MIT Press. zh_TW