| 研究生: |
莫安瑞 Pablo Andres Morales Laines |
|---|---|
| 論文名稱: |
為線下社交而設計:基於位置的擴增實境遊戲之遊戲可供性與社群實踐研究 Designing for Offline Sociality: Game Affordances and Community Practices in Location-Based AR Play |
| 指導教授: |
張君豪
Tim Chang |
| 口試委員: |
林翠絹
Trisha Lin 蕭維傑 Josh Wei-Jie Hsiao |
| 學位類別: |
碩士
Master |
| 系所名稱: |
創新國際學院 - 全球傳播與創新科技碩士學位學程 Master’s Program in Global Communication and Innovation Technology |
| 論文出版年: | 2026 |
| 畢業學年度: | 114 |
| 語文別: | 英文 |
| 論文頁數: | 63 |
| 中文關鍵詞: | 基於位置的擴增實境 、線下社交 、Pokémon Go 、Ingress Prime 、遊戲可供性 、社群實踐 、台灣 |
| 外文關鍵詞: | location-based augmented reality, offline sociality, Pokémon Go, Ingress Prime, game affordances, community practices, Taiwan |
| 相關次數: | 點閱:6 下載:0 |
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本專業實務報告探討基於位置的擴增實境遊戲如何形塑玩家的線下社群實踐。過去研 究與討論常將此類遊戲描述為能鼓勵玩家走入公共空間並與他人進行線下互動的媒介 經驗。然而,遊戲能夠產生社交接觸,並不代表不同遊戲設計如何形塑不同形式的線 下社群已被充分解釋。本研究以《Pokémon Go》與《Ingress Prime》作為比較案例, 分析兩種基於位置的擴增實境遊戲在台灣玩家之間如何支持不同形式的線下社群實 踐。本研究採用比較質性研究設計,以八位玩家的半結構式訪談為主要資料來源,並 輔以一份九題式參與者問卷。四位參與者主要遊玩《Pokémon Go》,另外四位參與者 主要遊玩《Ingress Prime》。訪談資料透過聚焦式主題編碼進行分析,並結合預設分 析類別與資料中浮現的主題。分析重點包括線下社群實踐的類型、組織模式、活動發 起來源、玩家所感知的遊戲可供性、社會角色,以及影響參與的反覆性張力。
研究發現,兩款遊戲皆能支持線下社交,但其支持方式受到不同可供性結構與組織邏 輯的影響。《Pokémon Go》較常支持易於參與、以活動為中心且在公共空間中可見的 聚集形式,例如團體戰、官方活動與公園型遊玩。這些活動能創造較低門檻的共在機 會,但更穩定的社群延續仍取決於玩家是否在此基礎上建立額外的協調、重複參與與 在地實踐。相較之下,《Ingress Prime》較常支持小規模、策略導向且由玩家協調的 線下參與形式,例如圍繞 Portal、連線、造場、任務步行與陣營合作所形成的活動。 在此情況下,線下活動更直接依賴玩家主導的溝通、規劃與持續協調。本研究亦發 現,兩個案例中的社會角色有所不同。雖然兩款遊戲皆包含組織者、協助者、固定參 與者與較邊緣的玩家,但《Ingress Prime》呈現出較明確且相互依賴的角色結構,而 《Pokémon Go》則呈現較寬廣且彈性的角色生態。整體而言,本研究指出,基於位置 的擴增實境遊戲中的線下社交並非僅是玩家共享實體位置所自然產生的副產品,而是 一種由遊戲可供性、反覆社群實踐與角色化參與共同形塑的社會組織形式。透過以台 灣作為具意義的在地脈絡,本專業實務報告有助於理解混合數位-實體媒介,並為基於位置的擴增實境遊戲如何更有效支持線下社群提供實務上的設計啟示。
Location-based augmented reality (AR) games have often been described as media experiences that encourage players to move through public space and interact with others offline. However, the fact that these games generate social encounters does not by itself explain how different game designs shape different forms of offline community. This capstone examines how contrasting forms of location-based AR play shape offline community practices among players in Taiwan, using Pokémon Go and Ingress Prime as comparative empirical cases.
The study adopts a comparative qualitative design based on eight semi-structured interviews, supported by a nine-item participant questionnaire. Four participants were primarily Pokémon Go players and four were primarily Ingress Prime players. The interview data were analyzed through focused thematic coding using both deductive categories and emergent codes. The analysis examined types of offline community practices, organizational patterns, initiation sources, perceived game affordances, social roles, and recurring tensions affecting participation.
The findings show that both games support offline sociality, but they do so through different affordance structures and organizational logics. Pokémon Go more often supports accessible, event-based, and publicly visible forms of gathering organized around raids, official events, and park-based play. These activities create low-threshold opportunities for co-presence, but stronger community continuity depends on whether players build additional coordination and recurring local practice around them. Ingress Prime, by contrast, more often supports smallerscale, strategy-driven, and player-coordinated forms of offline participation organized around portals, linking, fielding, mission walks, and faction-based cooperation. In this case, offline activity depends more directly on player-led communication, planning, and recurring coordination.
The study also finds that social roles differ across the two cases. While both games include organizers, helpers, regular participants, and more peripheral players, Ingress Prime shows a more explicit and interdependent role structure, whereas Pokémon Go shows a broader and more flexible role ecology. Taken together, the findings suggest that offline sociality in location-based AR play is not simply a byproduct of shared physical presence, but a form of social organization shaped by the interaction between game affordances, recurring community practices, and role-based participation. By focusing on Taiwan as a meaningful local context, this capstone contributes to the study of hybrid digital-physical media and offers practical insight into how location-based AR games may be designed to better support offline communities.
Chapter 1. Introduction 1
1.1 Background of the Study 1
1.2 Research Problem 2
1.3 Purpose of the Study 3
1.4 Research Questions 4
1.5 Significance of the Study 4
1.6 Taiwan as a Meaningful Context for Comparison 5
1.7 Scope and Delimitations 6
Chapter 2. Literature Review and Theoretical Framework 7
2.1 Hybrid Space and Location-Based Sociability 7
2.2 Affordance-Based Perspectives on Game Design 9
2.3 Communities of Practice 11
2.4 Game Context and Case Comparability 12
2.5 Hybrid Coordination and Post-Pandemic Transformations 16
Chapter 3. Methods and Research Design 18
3.1 Research Design 18
3.2 Participants and Recruitment 19
3.3 Researcher Positionality and Field Notes 22
3.4 Data Collection Instruments 23
3.5 Procedure 23
3.6 Data Analysis 24
3.7 Methodological Limitations 27
Chapter 4. Findings and Analysis 28
4.1 Introduction to the Findings 28
4.2 Pokémon Go: Offline Community Practices in an Event-Based Form of AR Play 28
4.2.1 Main types of offline community practices 28
4.2.2 Organization and continuity 29
4.2.3 Social roles in the Pokémon Go case 30
4.2.4 Interim interpretation of the Pokémon Go case 31
4.3 Ingress Prime and Offline Community Practices in a Strategy-Driven Form of AR Play 32
4.3.1 Main types of offline community practices 32
4.3.2 Organization and continuity 33
4.3.3 Social roles in the Ingress case 34
4.3.4 Interim interpretation of the Ingress case 35
4.4 Cross-case Comparison of Organization and Sustainability 35
4.5 Cross-case Comparison of Affordances and Offline Sociality 37
4.6 Cross-case Comparison of Social Roles and Community Maintenance 39
4.7 Key Tensions Across the Two Cases 41
4.8 Interpretive Framework 44
Chapter 5. Discussion and Conclusion 47
5.1 Theoretical Implications 47
5.1.1 Hybrid space and location-based media 47
5.1.2 Affordance theory 48
5.1.3 Communities of practice 49
5.1.4 Hybrid coordination and post-COVID-19 pandemic play 49
5.2 Practical Implications for Location-Based AR Game Design 50
5.2.1 Designing for co-presence is not the same as designing for community 50
5.2.2 Supporting multiple levels of commitment 51
5.2.3 Building safer and more usable local coordination systems 51
5.2.4 Rewarding social contribution, not only gameplay success 51
5.2.5 Balancing convenience with local community 52
5.3 Limitations 53
5.4 Future Research 53
5.5 Conclusion 54
References 56
Appendix A. Participant Questionnaire 59
Appendix B. Semi-Structured Interview Guide 61
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