查詢結果分析
相關文獻
- 以遊戲表現即時偵測神迷經驗中的遊戲注意力
- 以時間感扭曲檢驗神迷經驗中的注意力
- An Electrical-Circuit Model for Predicting Mental Workload in Computer-Based Tasks
- 資訊精緻化處理應用於教學之研究
- 互動形式與使用者態度之研究:以遠距教學系統為例
- 認知負荷理論及其在教學上的啟示
- 主要客戶管理探究知識密集服務產業工作者之數位學習成效研究--以知識分享型態、神迷經驗、人才績效構面觀點分析
- 不同類型的缺點組合、配速與分類水準對於偵檢績效與心智負荷的效應
- 主控制室人機系統介面自動化對人員運轉績效之影響
- 中型戰術輪車與大貨車駕駛心智負荷評估--以駕訓作業為例
頁籤選單縮合
題名 | 以遊戲表現即時偵測神迷經驗中的遊戲注意力=Real-time Detecting the Game Attention in Flow Experience by Gaming Performance |
---|---|
作 者 | 林大偉; | 書刊名 | 設計學研究 |
卷期 | 20:2 2017.12[民106.12] |
頁次 | 頁89-109 |
分類號 | 312.49 |
關鍵詞 | 遊戲注意力; 時間感扭曲; 心智負荷; 神迷經驗; 遊戲表現; Game attention; Distortion of time-sense; Mental workload; Flow experience; Gaming performance; |
語文 | 中文(Chinese) |
中文摘要 | 本研究以Csikszentmihalyi(1975)的「神迷理論」為基礎,藉由玩家於遊戲期間所產出的時間感扭曲來觀察其所付出的遊戲注意力,以及遊戲結束後所調查之心智負荷,企圖發現能在遊戲期間即時偵測玩家的神迷狀態的潛力變數。本研究雇用32位受測者,採用4款遊戲介面和6款經典遊戲而建構24個試驗。受測者於試驗期間所得之物理時間和分數,被視為客觀依變數;試驗後所調查的任務難度、自我能力和主觀時間,被視為主觀依變數,換算所得之時間扭曲指數、負荷指數和遊戲表現,被視為重要分析基礎。研究結果顯示:(1)負荷指數和時間扭曲指數分別以1.0和0為分水嶺,二者皆處於分水嶺以上時傾向焦慮;(2)低即時反應和高操控技巧的遊戲類型,傾向適當負荷和時間低估,其所呈現的高度遊戲注意力也許可被視為進入「神迷狀態」之參考;(3)符合上述遊戲類型,其遊戲表現對於負荷指數具備12.2%的統計解釋力,對於時間扭曲指數則高達32.6%的統計解釋力。本研究建議,遊戲表現可以被視為遊戲注意力的重要觀察指標,但仍需更多研究加以驗證。 |
英文摘要 | This study based on the "Flow theory" proposed by Csikszentmihalyi (1975), with the observation of game attention from game-player via his distortion of time-sense yielded during the game-play, as well as the mental workload investigated after game-play, and attempt to discover the potential variables can instantly detect the flow state during game-play. In this study, 32 subjects were hired, with 24 trials composed by four game interfaces and 6 classic games. The Physical Time and Scores yielded by subjects during game-play are considered as objective dependent variables; the Task Difficulty, Self-ability, and Subjective Time investigated after each trial are considered as subjective dependent variables, the Time Distortion Index, Workload Index, and Gaming Performance converted by above variables are treated as important analysis basis. The results showed: (1) the watersheds of Workload Index and Time Distortion Index respectively are 1.0 and 0, both of these tow indexes are in above the watershed tend to "anxiety"; (2) the game type with Low instant-response and High operating skill tend to "appropriate workload" and "underestimated the time", it presents a high degree of game attention may be considered a reference to enter "flow state"; (3) meet these types of above games, the Gaming Performance with 12.2% of statistical explanatory power for the Workload Index and 32.6% of statistical explanatory power for Time Distortion Index. This study suggested that the gaming performance can be treated as an important indicator to observe the game attention on game-play. More research is needed to confirm this. |
本系統之摘要資訊系依該期刊論文摘要之資訊為主。