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題 名 | 非休閒遊戲的玩家動機--以任天堂DS為例=The Players' Motivation of Serious Games: A Case Study of Nintendo DS |
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作 者 | 張祐銘; 張弘毅; | 書刊名 | 資訊傳播研究 |
卷 期 | 2:1 2011.10[民100.10] |
頁 次 | 頁81-98 |
分類號 | 997.8 |
關鍵詞 | 非休閒遊戲; 玩家動機; 掌上型遊戲; 數位遊戲; Serious games; Player motivation; Handheld console games; Digital games; |
語 文 | 中文(Chinese) |
中文摘要 | 有鑑於非休閒遊戲(Serious Games)在東方文化的高接受度,也鑑於台灣機件設計的既有優勢,本研究針對任天堂DS遊戲機台之非休閒遊戲玩家進行焦點團體座談,以探討其使用動機,並據此與國內數位遊戲廠商進行深度訪談,以瞭解可能的經營之法。研究團隊檢視的產品有:「川島隆太教授的DS腦力強化訓練」、「妙廚老媽」、「任天狗」、「超執刀」。本研究結果發現,玩家使用動機包括:遊戲主題、遊戲機特色、同儕社交與競爭,以及消磨時間與減輕壓力等。本文最後另將針對於國內掌上型遊戲機平台與非休閒遊戲發展,提出營運建議。 |
英文摘要 | This case study is aimed at exploring the players' motivation of serious games on Nintendo DS platform by a focus-group discussion. On the basis of the discussion, the researchers conducted a series of in-depth interviews with the priming game developers from the local game companies. Several products were chosen and assessed including: "Brain Age," "Cooking Mama," "Nintendogs," and "Trauma Center." The study found that the players' motivation of serious games includes: the subject of game, the attributes of game, peer interaction and competition, time spending, and pressure reduction. At the end, this paper is wrapped up by providing a set of suggestions for operation of serious games on the handheld platform. |
本系統中英文摘要資訊取自各篇刊載內容。