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題名 玩家對遊戲角色的同理心機制對遊玩行為之影響—以原創遊戲為例
The Effect of Player’s Empathy System in Game to Characters on Gaming Behavior──Taking the Game Creation as an Example作者 楊馥蓉
Yang, Fu-Rong貢獻者 陳聖智<br>紀明德
Chen, Sheng-Chih<br>Chi, Ming-Te
楊馥蓉
Yang, Fu-Rong關鍵詞 數位遊戲
玩家同理心
數位遊戲設計
遊戲角色設計
遊戲角色互動
玩家行為研究
後設遊戲日期 2025 上傳時間 3-Mar-2025 15:40:11 (UTC+8) 摘要 市面上遊戲大多力求讓玩家代入遊戲主角,鮮少探討當主角擁有與玩家不同的人格與想法時,玩家對於該主角的感受與行為影響。本研究主要目的為探討當遊戲中的主角擁有與玩家不同的個性、思考與情感表現時,玩家是否會對該主角產生情感連結或同理,以及是否實際影響玩家在遊戲中的行為表現。 在本篇論文中,研究者獨自製作了一款RPG遊戲,將主角塑造成與玩家截然不同的個體,透過數值操作、表情變化、特效、與玩家的對話文字等方式向玩家展現主角的個人感受,並提供玩家可以與主角進行療傷、安慰、對話等互動的遊戲機制,玩家可以採用兩種不同的主要通關策略來進行遊戲。本研究採用質性歸納法配合量表數據分析,透過問卷與影音回溯訪談,觀察玩家在遊玩期間的行為、想法、感受與背後動機。 結果顯示,多數玩家對主角產生了一定程度的同理與同情,在遊戲過程中都相當在意主角的狀態,尤其受到與主角的對話影響最深。玩家會將主角的感受納入選擇行動的主要考量,當主角的心境與想法產生變化時會去與主角互動,也會注意自身的選擇是否會導致主角的狀態改變。與主角互動的功能讓玩家更能理解該主角的性格、感受,且主角的個性與想法會大幅影響玩家的遊戲策略,玩家會盡可能地在遊戲過程中尊重主角的意願與感受。 因此,本研究認為在未來的遊戲製作上,如果希望激起玩家在遊戲中的同理、情感連結,或引導玩家進行特定遊戲行為時,可著重於主角的人格塑造,並提供大量能展現主角感受或想法的對話與互動機制,以強化玩家對該角色的理解與關注。 參考文獻 中文文獻 Steamworks Development(2023年2月17日)Steam 2022 年度回顧。Steam。 https://store.steampowered.com/news/group/4145017?emclan=103582791433666425&emgid=3677786186779762807 川上大典、北野不凡、都乃和勇人、長山豐、HASAMA、平川RAIAN、米光一成(2022)。遊戲腳本教科書。(劉人瑋譯)。易博士出版社。 方永泉(2000)。符號互動論。教育百科 | 教育雲線上字典。 https://pedia.cloud.edu.tw/Entry/Detail/?title=%E7%AC%A6%E8%99%9F%E4%BA%92%E5%8B%95%E8%AB%96#glossary 水狼陽介(2019年11月22日)。怎麼招待你遊戲的「新手」們?。Medium。 https://medium.com/that-game-designer/怎麼招待你遊戲的-新手-們-f43cc4b8bb6e 王忻、於志宇、林恩如、郭家秀、楊淳卉(2021)。妖怪同話-以數位媒材增進同理與溝通之探究。數位媒體設計國際研討會論文集,457–463。 朱家宜、張文山、梁朝雲(2005年12月18-21日)。線上遊戲產品開發流程之研究。2005年 NCS 全國計算機會議,臺南縣,臺灣。 李錦虹、林明德(2021)。同理心如何發生?從應用劇場之教學切入。教育心理學報,53(1),127-150。https://doi.org/10.6251/BEP.202109_53(1).0006 東浩紀(2015)。動物化的後現代——禦宅族如何影響日本社會(褚炫初譯)。大鴻藝術。(原著初版出版於2001年) 林大維(2012)。解析嚴肅遊戲中的藝術遊戲。文化創意產業研究學報,2(1),67-84。 https://doi.org/10.6639/JCCIR.201203_2(1).0005 林日璿、林鶴玲、黃厚銘(2021)。遊戲研究。中華傳播學刊,40,115-142。 https://doi.org/10.3966/172635812021120040004 林金定、嚴嘉楓、陳美花(2005)。質性研究方法:訪談模式與實施步驟分析。身心障礙研究季刊,3(2),112-136。 https://doi.org/10.30072/JDR.200506.0005 林姿旻(2011)。數位遊戲之行動載具使用者行為與開發分析─以智慧型手機為例。國立政治大學數位內容碩士學位學程。 紐耶羅(2017年9月30日)。關於電影的電影、關於遊戲的遊戲 — 「後設」是什麼。叮叮咚創作研究室。https://www.practitioners-lab.org/meta-media-research 彭琬馨(2016年8月9日)。打暴力電玩一定更暴力?對角色認同程度才是關鍵!。 泛科學 PanSci。https://pansci.asia/archives/103898 湯金羽、朱學芳(2020)。數字非遺傳承中嚴肅遊戲專案開發與應用探討。圖書情報工作,64(10),35-45。https://doi.org/10.13266/j.issn.0252-3116.2020.10.005 劉濟民(1993)。人類傳播巨觀理論-符號互動論探討。復興崗學報 , 50, 181 – 202。https://doi.org/10.29857/FHKAJ 鄭乃文(1999)。影音回溯資料初探─以設計思考為研究面向。國立交通大學應用藝術所。https://hdl.handle.net/11296/kp9293 蕭煒霖(2022)。遊戲失敗也沒關係?新聞遊戲中成敗結果與利社會行為之關係探討。國立政治大學數位內容碩士學位學程。 外文文獻 Alvarez, J.; Damien, D. 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國立政治大學
數位內容碩士學位學程
110462016資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110462016 資料類型 thesis dc.contributor.advisor 陳聖智<br>紀明德 zh_TW dc.contributor.advisor Chen, Sheng-Chih<br>Chi, Ming-Te en_US dc.contributor.author (Authors) 楊馥蓉 zh_TW dc.contributor.author (Authors) Yang, Fu-Rong en_US dc.creator (作者) 楊馥蓉 zh_TW dc.creator (作者) Yang, Fu-Rong en_US dc.date (日期) 2025 en_US dc.date.accessioned 3-Mar-2025 15:40:11 (UTC+8) - dc.date.available 3-Mar-2025 15:40:11 (UTC+8) - dc.date.issued (上傳時間) 3-Mar-2025 15:40:11 (UTC+8) - dc.identifier (Other Identifiers) G0110462016 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/156102 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 數位內容碩士學位學程 zh_TW dc.description (描述) 110462016 zh_TW dc.description.abstract (摘要) 市面上遊戲大多力求讓玩家代入遊戲主角,鮮少探討當主角擁有與玩家不同的人格與想法時,玩家對於該主角的感受與行為影響。本研究主要目的為探討當遊戲中的主角擁有與玩家不同的個性、思考與情感表現時,玩家是否會對該主角產生情感連結或同理,以及是否實際影響玩家在遊戲中的行為表現。 在本篇論文中,研究者獨自製作了一款RPG遊戲,將主角塑造成與玩家截然不同的個體,透過數值操作、表情變化、特效、與玩家的對話文字等方式向玩家展現主角的個人感受,並提供玩家可以與主角進行療傷、安慰、對話等互動的遊戲機制,玩家可以採用兩種不同的主要通關策略來進行遊戲。本研究採用質性歸納法配合量表數據分析,透過問卷與影音回溯訪談,觀察玩家在遊玩期間的行為、想法、感受與背後動機。 結果顯示,多數玩家對主角產生了一定程度的同理與同情,在遊戲過程中都相當在意主角的狀態,尤其受到與主角的對話影響最深。玩家會將主角的感受納入選擇行動的主要考量,當主角的心境與想法產生變化時會去與主角互動,也會注意自身的選擇是否會導致主角的狀態改變。與主角互動的功能讓玩家更能理解該主角的性格、感受,且主角的個性與想法會大幅影響玩家的遊戲策略,玩家會盡可能地在遊戲過程中尊重主角的意願與感受。 因此,本研究認為在未來的遊戲製作上,如果希望激起玩家在遊戲中的同理、情感連結,或引導玩家進行特定遊戲行為時,可著重於主角的人格塑造,並提供大量能展現主角感受或想法的對話與互動機制,以強化玩家對該角色的理解與關注。 zh_TW dc.description.tableofcontents 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 4 第二章 文獻探討 6 第一節 同理心與同理促進遊戲 6 第二節 玩家與角色之間的關係 10 第三節 遊戲製作與提示手法 13 第四節 後設手法與相關遊戲案例 17 第三章 創作構想與研究方法 21 第一節 創作雛形概念 21 第二節 創作形式與架構 21 第三節 創作構想流程 24 第四節 前測遊戲與問卷回饋 38 第五節 創作最終規劃與架構 47 第六節 玩家觀察研究:問卷與訪談 81 第四章 分析與討論 96 第一節 主角對玩家的影響:玩家看法 96 第二節 玩家對主角的態度與行為方針 106 第五章 結論與後續探討 125 第一節 結論 125 第二節 建議與後續發展探討 130 參考文獻 135 附錄一:前測問卷 142 附錄二:前測時回收之口頭回饋擷錄 152 附錄三:基本同理心量表(BES)原文 153 附錄四:研究參與者知情同意書 154 附錄五:腳本文字節錄 157 附錄六:錄影連結與解說影片截圖 165 zh_TW dc.format.extent 2842150 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110462016 en_US dc.subject (關鍵詞) 數位遊戲 zh_TW dc.subject (關鍵詞) 玩家同理心 zh_TW dc.subject (關鍵詞) 數位遊戲設計 zh_TW dc.subject (關鍵詞) 遊戲角色設計 zh_TW dc.subject (關鍵詞) 遊戲角色互動 zh_TW dc.subject (關鍵詞) 玩家行為研究 zh_TW dc.subject (關鍵詞) 後設遊戲 zh_TW dc.title (題名) 玩家對遊戲角色的同理心機制對遊玩行為之影響—以原創遊戲為例 zh_TW dc.title (題名) The Effect of Player’s Empathy System in Game to Characters on Gaming Behavior──Taking the Game Creation as an Example en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 中文文獻 Steamworks Development(2023年2月17日)Steam 2022 年度回顧。Steam。 https://store.steampowered.com/news/group/4145017?emclan=103582791433666425&emgid=3677786186779762807 川上大典、北野不凡、都乃和勇人、長山豐、HASAMA、平川RAIAN、米光一成(2022)。遊戲腳本教科書。(劉人瑋譯)。易博士出版社。 方永泉(2000)。符號互動論。教育百科 | 教育雲線上字典。 https://pedia.cloud.edu.tw/Entry/Detail/?title=%E7%AC%A6%E8%99%9F%E4%BA%92%E5%8B%95%E8%AB%96#glossary 水狼陽介(2019年11月22日)。怎麼招待你遊戲的「新手」們?。Medium。 https://medium.com/that-game-designer/怎麼招待你遊戲的-新手-們-f43cc4b8bb6e 王忻、於志宇、林恩如、郭家秀、楊淳卉(2021)。妖怪同話-以數位媒材增進同理與溝通之探究。數位媒體設計國際研討會論文集,457–463。 朱家宜、張文山、梁朝雲(2005年12月18-21日)。線上遊戲產品開發流程之研究。2005年 NCS 全國計算機會議,臺南縣,臺灣。 李錦虹、林明德(2021)。同理心如何發生?從應用劇場之教學切入。教育心理學報,53(1),127-150。https://doi.org/10.6251/BEP.202109_53(1).0006 東浩紀(2015)。動物化的後現代——禦宅族如何影響日本社會(褚炫初譯)。大鴻藝術。(原著初版出版於2001年) 林大維(2012)。解析嚴肅遊戲中的藝術遊戲。文化創意產業研究學報,2(1),67-84。 https://doi.org/10.6639/JCCIR.201203_2(1).0005 林日璿、林鶴玲、黃厚銘(2021)。遊戲研究。中華傳播學刊,40,115-142。 https://doi.org/10.3966/172635812021120040004 林金定、嚴嘉楓、陳美花(2005)。質性研究方法:訪談模式與實施步驟分析。身心障礙研究季刊,3(2),112-136。 https://doi.org/10.30072/JDR.200506.0005 林姿旻(2011)。數位遊戲之行動載具使用者行為與開發分析─以智慧型手機為例。國立政治大學數位內容碩士學位學程。 紐耶羅(2017年9月30日)。關於電影的電影、關於遊戲的遊戲 — 「後設」是什麼。叮叮咚創作研究室。https://www.practitioners-lab.org/meta-media-research 彭琬馨(2016年8月9日)。打暴力電玩一定更暴力?對角色認同程度才是關鍵!。 泛科學 PanSci。https://pansci.asia/archives/103898 湯金羽、朱學芳(2020)。數字非遺傳承中嚴肅遊戲專案開發與應用探討。圖書情報工作,64(10),35-45。https://doi.org/10.13266/j.issn.0252-3116.2020.10.005 劉濟民(1993)。人類傳播巨觀理論-符號互動論探討。復興崗學報 , 50, 181 – 202。https://doi.org/10.29857/FHKAJ 鄭乃文(1999)。影音回溯資料初探─以設計思考為研究面向。國立交通大學應用藝術所。https://hdl.handle.net/11296/kp9293 蕭煒霖(2022)。遊戲失敗也沒關係?新聞遊戲中成敗結果與利社會行為之關係探討。國立政治大學數位內容碩士學位學程。 外文文獻 Alvarez, J.; Damien, D. 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