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請使用永久網址來引用或連結此文件:
http://ir.lib.ncu.edu.tw/handle/987654321/54983
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題名: | 電子遊戲的遊戲性分類研究─以APP STORE遊戲為例;none |
作者: | 廖正雄;Liao,Cheng-hsiung |
貢獻者: | 管理學院高階主管企管碩士班 |
關鍵詞: | 玩家動機;移動平台;App Store;遊戲性;心流體驗;player motivation;mobile platform;App Store;flow theory;gameplay |
日期: | 2012-06-18 |
上傳時間: | 2012-09-11 19:14:21 (UTC+8) |
出版者: | 國立中央大學 |
摘要: | 2010年蘋果公司iPad劃時代開創了平板電腦的熱潮,移動平台成了遊戲炙手可熱的市場。iPad、iPhone等移動平台特有的硬體配備讓遊戲開發者有更多的發揮空間。短小精幹的開發流程,以及在Apple App Store上自己當家作主決定遊戲價格與行銷策略等特性,吸引著一大批獨立遊戲開發者與大型遊戲公司紛紛搶進,一時間App遊戲呈現出百花爭鳴的榮景。但少了中間的發行商之後,以往由發行商主導的行銷與遊戲定位規劃的工作,現在都需要開發者包辦。開發者除了需要具備程式編寫能力之外,還要花費更多的心力思考遊戲定位與行銷策略了。當遊戲開發者構思一款App遊戲時,思考遊戲的定位是相當重要的一個起始環節,這不僅關乎到客源對象,行銷方式,更影響著開發成本與時程。因此,我們很有必要有探討是否有一套準則與工具可以協助遊戲開發者對遊戲定位?是否有一套工具可以協助開發者制定遊戲的產品與行銷策略? 本研究的目的主要有三:一是根據遊戲的難度與深度,提出一套概念架構,對遊戲性進行定位。二是研究概念架構中每個分類的特徵特性,並且找出各分類遊戲之間的差異性,三是剖析概念架構,使其成為一套真正對遊戲開發者實用的工具。本研究結果發現透過對遊戲上手難度與探索深度兩個軸向,我們對遊戲的遊戲性進行四個象限的分類,每個分類的遊戲都會有不同的屬性與特徵。透過特徵,我們可以區分出現存遊戲的遊戲性定位。我們也可以藉由分類與特徵準確的定義出構思中的遊戲應有的架構與方向。這套遊戲性概念架構可作為遊戲開發過中的遊戲性檢驗工具與行銷策略規劃輔助工具。In 2010, the emergence of iPad by Apple Inc. caused quite a stir about tablet PC, which makes mobile platforms a hot market. The unique hardware configuration of mobile platforms like iPad and iPhone provides game developers much room. Short development workflow and freedom of self-determined price and marketing strategy in App Store also attract a large quantity of independent developers and large game companies. As a result, the App games go into a prosperous era ever. However, without the middle publisher, now developers have to take care of marketing and product positioning task which used to be done by publishers, not just programming. At the very beginning of App game conception stage, product positioning is a key part, which matters client sources, sale means, development cost and schedule. Therefore, it is necessary to explore if there`s a set of rule and tools contributing to game positioning and sale means.The target of this research includes: First, bring up a set of concept architecture based on game complexity and depth to help product positioning. Next, find out features of each game category and summarize their difference. Last, conclude a set of practical and helpful tools for developers.This research found a set of architecture about game category with four quadrants considering game complexity and depth. Each category has different attributes and features, from which we can tell the category of each game and correspondent features. Furthermore, we can define the game architecture and direction. Therefore, this architecture can be used as support tool to check gameplay and decide marketing strategy. |
顯示於類別: | [高階主管企管(EMBA)碩士班] 博碩士論文
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