| 研究生: |
姚亮廷 Yao, Liang-Ting |
|---|---|
| 論文名稱: |
以玩家體驗整合模型探討開放世界遊戲的重玩價值——以《薩爾達:曠野之息》為例 Using the Integrated Model of Player Experience to Explore the Replay Value of Open-World Games: Taking The Legend of Zelda: Breath of the Wild as an Example |
| 指導教授: | 林日璇 |
| 口試委員: |
施琮仁
劉文英 |
| 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: | 2026 |
| 畢業學年度: | 114 |
| 語文別: | 中文 |
| 論文頁數: | 85 |
| 中文關鍵詞: | 開放世界遊戲 、重玩價值 、玩家體驗整合模型(IMP) 、《薩爾達傳說:曠野之息》 |
| 外文關鍵詞: | Open-World Games, Replay Value, Integrated Model of Player Experience (IMP), The Legend of Zelda: Breath of the Wild |
| 相關次數: | 點閱:21 下載:0 |
| 分享至: |
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隨著電子遊戲產業蓬勃發展,開放世界遊戲已成為市場主流,然而過去研究多聚焦於美學或空間設計,鮮少探討玩家在已知劇情結局後,仍願意反覆遊玩的內在心理機制。因此,本研究以「玩家體驗整合模型(IMP)」為理論核心,檢視遊戲構面(自主性、系統湧現性、敘事性)與情境構面(社群連結感、社交互動感)如何驅動玩家的重玩意願,並剖析玩家構面(勝任感、探索意願、沉浸感、臨場感)的中介效果。本研究以臺灣地區具《薩爾達傳說:曠野之息》遊玩經驗之玩家為對象,共回收 276 份有效問卷。
研究結果顯示,在遊戲機制方面,系統湧現性與敘事性皆能顯著正向預測重玩意願,其中以奠基於物理與化學引擎的「系統湧現性」最具解釋力;而自主性對重玩之直接影響則未達顯著。在情境構面,僅有社群連結感具顯著正向影響,社交互動感則未達顯著,反映單機開放世界中的社交拉力,主要仰賴網路論壇的非同步分享作為輔助。在中介效果檢驗中,勝任感、沉浸感與臨場感之中介效果皆不成立,唯有「探索意願」發揮了關鍵的中介影響力,顯示開放世界遊戲的重玩價值本質上建立於玩家對未知可能性的持續渴望。此外,本研究發現高度自主性雖能有效激發探索意願以間接幫助重玩,但對當下的沉浸感與臨場感卻無顯著幫助,揭示了過多選擇自由可能帶來認知負擔。此一成果成功將 IMP 模型延伸至重玩價值的探討,亦兼具學術理論推進與遊戲實務開發之參考價值。
With the rapid expansion of the digital game industry, open-world games have become a dominant market trend. However, prior research has largely focused on aesthetic or spatial design, leaving a critical empirical gap in investigating the underlying psychological mechanisms that drive players to repeatedly replay a game after its narrative conclusion. To address this gap, this study utilizes the Integrated Model of Player Experience (IMP) as its theoretical framework to examine how the game context (autonomy, system emergence, narrative) and external context (community connectedness, social interactivity) drive replay intention, while analyzing the mediating mechanisms of the player context (competence, willingness to explore, immersion, presence). A survey was conducted among Taiwanese players with gameplay experience in The Legend of Zelda: Breath of the Wild, yielding 276 valid responses.
The results indicate that regarding game mechanics, system emergence and narrative significantly and positively predict replay intention, with system emergence—predicated on interactive physics and chemistry engines—exhibiting the highest explanatory power; however, the direct effect of autonomy on replay intention is non-significant. In terms of the external context, only community connectedness shows a significant positive effect, whereas social interactivity is non-significant, reflecting that social factors in single-player open-world games function primarily as peripheral catalysts through asynchronous sharing on online forums. Critically, mediation analysis reveals that competence, immersion, and presence fail to mediate the relationship. Conversely, willingness to explore exerts a crucial mediating effect, demonstrating that replay value fundamentally hinges on a persistent desire for unexhausted possibilities. Furthermore, this study finds that while high autonomy effectively stimulates the willingness to explore—thereby indirectly facilitating replay intention—its direct impacts on momentary immersion and presence are non-significant. This reveals that boundless freedom may increase cognitive load, reminding developers to carefully balance the degree of freedom with the player's intuitive flow. Overall, this study successfully extends the IMP model to longitudinal replay valuation, offering practical insights for game developers and theoretical contributions to digital game research.
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 2
第二章 文獻探討 5
第一節 開放世界遊戲 5
一、開放世界遊戲的定義與特徵 5
二、開放世界遊戲的玩家體驗特性 9
第二節 重玩價值與重玩意願 11
一、重玩價值 11
二、重玩意願 15
第三節 玩家體驗整合模型(Integrated Model of Player Experience) 16
一、玩家體驗整合模型三大構面 17
二、玩家體驗整合模型「玩家」構面之中介效果 25
三、玩家體驗整合模型遊戲三階段 26
第四節 薩爾達傳說:曠野之息 27
第三章 研究方法 31
第一節 研究架構 31
第二節 研究假設 31
第三節 變項測量 32
一、自變項 32
二、依變項 39
第四章 研究結果 41
第一節 樣本與描述性統計 41
第二節 量表信度檢測 42
一、玩家構面量表信度檢測 42
二、遊戲構面量表信度檢測 42
三、情境構面量表信度檢測 43
四、重玩意願量表信度檢測 43
第三節 假設檢驗 44
一、假設一驗證 44
二、假設二驗證 45
三、假設三驗證 46
四、假設四驗證 47
五、假設五驗證 50
六、假設驗證小結 54
第五章 結論 56
第一節 研究發現與討論 56
一、遊戲構面與重玩意願之關聯 56
二、情境構面與重玩意願之關聯 61
三、遊戲構面與玩家構面之關聯 64
四、玩家構面中介遊戲構面與重玩意願 67
第二節 學術與實務貢獻 71
一、學術貢獻 71
二、實務貢獻 72
第三節 研究限制與未來建議 73
參考文獻 75
附錄一:【薩爾達傳說:曠野之息遊玩經驗】問卷內容 79
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全文公開日期 2031/08/13