博碩士論文 111554007 詳細資訊




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姓名 郭宛婷(Wan-Ting Kuo)  查詢紙本館藏   畢業系所 網路學習科技研究所
論文名稱 探討成人玩家於議題式遊戲之行為與人格特質的關係
(Exploring the Relationship between Gaming Behaviors and Personality Traits of Adult Players in Issue-based Games)
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摘要(中) 身為一名現職教師,發現傳統的教育方式難以激發學生的學習動機,為
使學生可以提升學習興趣及意願,所以希望透過遊戲式學習,提供更加有趣的學習體驗。透過<何往泰雅>這款議題式遊戲,讓學習者進行角色扮演,並藉由議題的討論,以及衝突解決的過程,讓學習者可以身歷其境感受,培養歷史同理心。<何往泰雅>結合了臺灣泰雅族的歷史事件,製作事件動畫,讓玩家可以透過視覺化更加瞭解事件過程。由主持人進行引導與講解,使學習者可以更快進入到遊戲情境。
為瞭解這種教學模式的成效,更正確捕捉玩家在遊戲中的心理狀態,所以
邀請後設認知強一點的成人玩家。以 25 歲到 50 歲不等的 20 名現職教師,每組五人,分成四組,分別扮演遊戲中五種不同的角色,解決遊戲中的衝突事件。本次研究於遊戲前先對玩家進行大五人格的測驗,並將人格測驗結果與玩家在遊戲事件前預期自己可能會進行的行為比對後,瞭解人格對玩家的預期行為的影響。接著,再進一步將玩家於遊戲中的實際行為,透過影片進行逐字稿編碼,並和人格進行比對,探討玩家行為與人格的關係。最後,透過預期行為、實際行為及人格間的比對圖,確認影響玩家遊戲進程的主要因素。
藉由上述三個研究結果顯示,在<何往泰雅>這款版圖遊戲中,遊戲機制對
於玩家的行為影響最為顯著,接序為人格和玩家互動。在於歷史同理心方面,玩家表示在遊戲中皆是利用角色角度思考,但滿意度調查評分卻較其他類別低。對於歷史同理心的提升,有提出相關看法與建議。
摘要(英) As a teacher, I have found that traditional educational methods are often ineffective in enhancing students′motivation to learn. To increase students′ interest and willingness to learn, I hope to use game-based learning to provide an engaging learning experience. Through the issue-based game "Mosa Atayal," learners can engage in roleplaying and, through discussions of the issues and conflict resolution processes, immerse themselves in the experience to develop historical empathy. "Mosa Atayal" incorporates historical events of the Atayal tribe in Taiwan, transforming them into animations that allow players to understand the events visually. The facilitator provides guidance and explanations, enabling learners to quickly immerse themselves in the game scenario.
To evaluate this teaching model and accurately capture players′ psychological states, twenty current teachers (aged 25-50) with strong metacognitive abilities were invited. Divided into four groups, they played different roles and resolved conflict events within the game. Before the game, players took a Big Five personality test, and the results were compared with their anticipated behaviors to understand personality′s impact on expected behavior. Players′ actual behaviors during the game were transcribed and analyzed against their personalities to explore this relationship. A comparison chart of expected behavior, actual behavior, and personality was then used to identify key factors influencing game progression.
Through the above three studies results indicate that in the board game "Mosa Atayal," the game mechanics have the most significant impact on player behavior, followed by personality and player interactions. Regarding historical empathy, players reported thinking from the perspective of their roles during the game, but the satisfaction survey ratings were lower compared to other categories. Related opinions and suggestions were provided for improving historical empathy.
關鍵字(中) ★ 歷史同理心
★ 議題式遊戲
★ 人格特質
關鍵字(英) ★ historical empathy
★ issue-based game
★ personality traits
論文目次 中文摘要 i
Abstract ii
誌謝 iii
目錄 iv
圖目錄 vii
表目錄 i
一、 緒論 1
1-1研究背景與動機 1
1-2研究目的 3
1-3研究問題 4
1-4名詞釋義 5
二、 文獻探討 7
2-1議題式遊戲 7
2-2歷史思維 9
2-3人格特質 12
三、遊戲設計 18
3-1遊戲內容 18
3-2遊戲設置 22
3-2-1大地圖 23
3-2-2物件 24
3-2-3部落紀錄板 27
3-3遊戲歷程 29
3-4科技輔助 30
3-4-1事件動畫設計 31
3-4-2線上填答表單 35
3-4-3系統設計 38
四、研究方法 43
4-1研究對象 43
4-2研究架構 43
4-3研究工具 47
4-3-1大五人格量表 47
4-3-2預期行為問卷 47
4-3-3互動行為分析 48
4-3-4遊戲滿意度問卷 49
4-4資料收集 50
4-5資料處理 51
4-5-1 玩家之大五人格測驗結果 51
4-5-2 玩家之預期遊戲行為 52
4-5-3 玩家之實際遊戲行為 53
4-5-4 玩家之遊戲回饋 54
五、 研究結果 55
5-1玩家的預期行為與人格的關聯性 55
5-1-1清日預期行為與人格的關聯 60
5-1-2泰雅一預期行為與人格的關聯 62
5-1-3泰雅二預期行為與人格的關聯 63
5-1-4泰雅三預期行為與人格的關聯 65
5-1-5漢人預期行為與人格的關聯 67
5-2玩家遊戲中的實際行為與人格的關聯 69
5-2-1清日實際行為與人格的關聯 74
5-2-2泰雅一實際行為與人格的關聯 76
5-2-3泰雅二實際行為與人格的關聯 77
5-2-4泰雅三實際行為與人格的關聯 79
5-2-5漢人實際行為與人格的關聯 81
5-2-6 第四組玩家實際行為分析 83
5-2-7玩家實際行為分析結論 85
5-3影響玩家遊戲進程主要因素 87
5-3-1影響清日玩家遊戲進程的因素 88
5-3-2影響泰雅一玩家遊戲進程的因素 89
5-3-3影響泰雅二玩家遊戲進程的因素 91
5-3-4影響泰雅三玩家遊戲進程的因素 93
5-3-5影響漢人玩家遊戲進程的因素 94
5-4研究結果綜合討論 96
5-5玩家經歷議題式遊戲後的回饋與感受 97
5-5-1遊戲熟悉度 99
5-5-2遊戲介面 101
5-5-3遊戲感受 101
六、 結論 105
6-1研究限制 105
6-2結論 107
參考文獻 110
英文文獻 110
中文文獻 114
附件一 大五人格量表題目修正比較 117
附件二 遊戲滿意度調查表 120
附件三 玩家預期行為表單 122
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指導教授 施如齡(Ju-Ling Shih) 審核日期 2024-6-19
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