| 研究生: |
陳懷娟 Chen, Huai Chuan |
|---|---|
| 論文名稱: |
從玩家類型探討敘事在嚴肅遊戲中的影響 Exploring the impact of narrative in serious game on different types of players |
| 指導教授: | 林日璇 |
| 學位類別: |
碩士
Master |
| 系所名稱: |
傳播學院 - 傳播學院傳播碩士學位學程 Master's Program of Communication |
| 論文出版年: | 2017 |
| 畢業學年度: | 105 |
| 語文別: | 中文 |
| 論文頁數: | 52 |
| 中文關鍵詞: | 嚴肅遊戲 、敘事 、學習效果 、玩家類型 |
| 相關次數: | 點閱:125 下載:21 |
| 分享至: |
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本研究以遊戲的敘事特性作為主要的討論元素,企圖從敘事投入的概念而非過去經常使用的愉悅感去理解敘事在遊戲中所產生的機制,以此探討玩家在加入敘事元素後的遊戲過程中所產生的心理經驗反應以及其對學習效果的影響,並且根據過去嚴肅遊戲研究所提出的延伸概念,聚焦於嚴肅遊戲可能面臨的潛在弱勢玩家類型-遊戲學習動機低的抗拒型玩家,期望從不同的玩家類型差異討論其在高低敘事遊戲情境中的學習效果。研究結果發現不同的玩家類型在敘事投入上具有顯著的差異性,且嚴肅遊戲中敘事元素的加入的確會提升抗拒型玩家的學習效果,這表示敘事元素的加入或許是解決抗拒型玩家使用嚴肅遊戲時學習效果低落的一個方向。未來除了可以進一步比較影響不同玩家類型學習效果的因素,找出嚴肅遊戲可以改進的方向,也可以從敘事以外的遊戲特性、互動機制去思考其它能夠提升嚴肅遊戲學習效果的因子。
第一章 前言 1
第一節 研究動機與目的 1
第二章 文獻探討 4
第一節 嚴肅遊戲的教育價值 4
第二節 個人差異性-玩家類型 5
第三節 研究特性-敘事 7
一、遊戲中的敘事 7
二、遊戲敘事與學習效果 13
第四節 先備知識與個人遊戲經驗的影響 17
第五節 小結 18
第三章 研究方法 20
第一節 研究方法、研究對象與實驗刺激物 20
第二節 敘事元素設計 22
一、高敘事組 23
二、低敘事組 26
第三節 實驗流程 27
第四節 問卷設計 28
一、玩家類型 28
二、敘事投入 28
三、先備知識 30
四、學習效果 31
五、個人遊戲經驗 31
第四章 研究結果 32
第一節 操弄檢測 32
第二節 樣本基本資料分析 33
第三節 研究假設分析 34
第五章 結論與建議 41
第一節 研究結論 41
第二節 研究貢獻 45
第三節 研究限制與未來研究方向 46
參考文獻 48
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