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研究生: 陳詠薇
Chen, Yung-Wei
論文名稱: 遊戲化因子於VR體驗之應用-以The Climb 2為例
The Application of Gamification Elements to VR Experience -Take the Example of “The Climb 2”
指導教授: 梁桂嘉
Liang, Kuei-Chia
口試委員: 梁又文
Liang, Yo-Wen
王千睿
Wang, Chien-Jui
梁桂嘉
Liang, Kuei-Chia
口試日期: 2023/07/04
學位類別: 碩士
Master
系所名稱: 設計學系
Department of Design
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 163
中文關鍵詞: 使用者體驗設計使用者介面設計遊戲化虛擬實境
英文關鍵詞: Gamification, User Experience Design, User Interface Design, Virtual Reality (VR)
研究方法: 個案研究法文件分析法敘事分析深度訪談法內容分析法半結構式訪談法
DOI URL: http://doi.org/10.6345/NTNU202301052
論文種類: 學術論文
相關次數: 點閱:135下載:20
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  • 隨著經濟發展的成熟與科技的變革,人們對於設計的想像與需求不再僅止於功能上的 應用,越來越多人開始重視情緒感受與使用體驗。在此脈絡之下,許多以人為本的理 論應運而生,「遊戲化」更是在近年備受注目,並且在使用者體驗領域中掀起巨浪。 同時,虛擬實境(Virtual Reality,VR)以跳脫空間限制的互動性和沈浸感,為人類於 感官體驗上打開全新的篇章。過往的使用者體驗規則在 VR 三維環境中被顛覆,而遊 戲化因子又能夠於其中帶來何種影響。為此,本研究受生活中之遊戲化實例啟發,選 擇以 VR 遊戲 The Climb 2 作為案例,展開遊戲化領域對 VR 體驗之深度探討。
    本研究根據遊戲化理論與 VR 相關文獻,對運動向度 VR 遊戲做案例分析,並綜合使 用者體驗研究結果,以 The Climb 2 進行遊戲化於 VR 體驗之實務應用探討,提出以下 結論建議:(1)遊戲化元素之應用應隨著情景變化適時調整 (2)為使用者建立健全的成 長途徑 (3)重視內在動機 (4)聆聽使用者的真實需求 (5)跨域學習與整合之必要性
    期望通過這項研究,可以深化對遊戲化理論的理解,並於 VR 遊戲 The Climb 2 之使用 者體驗實踐過程中,尋找有效的遊戲化應用方式。不僅提升使用者於 VR 環境的體驗感受,亦供後人於遊戲化領域設計有關之策略與借鏡。

    With the progression of economic maturity and technological metamorphosis, the imaginative scope and requisites for design are no longer solely focused on functional utilization. An increasing number of individuals are placing importance on emotional perception and user interaction. Under this paradigm, various human-centric theories have evolved, with 'Gamification' particularly gaining substantial prominence in recent years, instigating a considerable surge within the domain of user experience. Simultaneously, Virtual Reality (VR) with its capacity for interactive immersion, unconstrained by physical boundaries, has embarked upon a new frontier in sensory experiences for humanity. Conventional norms of user experience have been disrupted within VR's three-dimensional context, which begs the question of the potential implications of gamification elements therein. Hence, this research, invigorated by practical instances of gamification, opted for the VR game "The Climb 2" as a case study, to delve deeply into the impact of gamification on VR experiences.
    This research, founded on gamification theories and pertinent literature on VR, undertakes a case analysis of physically-oriented VR games. The research assimilates the outcomes of user experience studies to examine the pragmatic application of gamification in VR experiences using "The Climb 2", leading to the formulation of the following salient recommendations:
    (1) The application of gamification elements should be modulated in line with situational alterations.
    (2) Users should be provided with a robust pathway for growth.
    (3) The significance of intrinsic motivation should be recognized.
    (4) Genuine user needs should be diligently acknowledged.
    (5) The essentiality of interdisciplinary learning and integration is highlighted.
    Through the purview of this research, the expectation is to foster a profound comprehension of gamification theories and discern effective methodologies of gamification in the experiential process of users in the VR game "The Climb 2". The intent is not merely to augment user experiences within VR environments but also to provide a strategic blueprint and lessons for future research endeavors within the realm of gamification.

    摘要 i ABSTRACT ii 目錄 iii 圖目錄 v 表目錄 viii 第一章 緒論 1 第一節 研究背景與動機 1 第二節 研究問題 5 第三節 研究目標 6 第四節 研究範圍與限制 7 第五節 研究架構 8 第二章 文獻探討 10 第一節 相關研究題目評述彙整 10 第二節 遊戲化 11 一、 遊戲化的發展 12 二、 遊戲化八角框架 15 三、 玩家歷程 40 第三節 虛擬實境 44 一、 虛擬實境的構成 45 二、 虛擬實境之設計通則 48 三、 虛擬實境之設計流程 53 第三章 研究方法 57 第一節 研究流程與方法 57 第二節 運動向度之 VR 遊戲個別案例分析 59 一、 第一人稱視角單人模式遊戲:Carve Snowboarding 59 二、 第一人稱視角多模式遊戲:STRIDE 63 三、 第一人稱視角團隊模式遊戲:Echo VR 67 四、 多視角多模式遊戲:Racket:Nx 71 第三節 運動向度之 VR 遊戲綜合橫向比較 75 一、 核心動力分佈比較 76 二、 遊戲技巧分佈比較 79 三、 小結 82 第四章 遊戲化體驗研究 83 第一節 The Climb 2 遊戲分析 83 一、 The Climb 2 視覺陳述與介面說明 84 二、 The Climb 2 遊戲架構 87 三、 The Climb 2 遊戲執行 89 四、 The Climb 2 遊戲化八角框架 93 第二節 使用者體驗研究 97 一、 訪談對象 97 二、 訪談內容設計 98 三、 使用者體驗研究結果 103 第五章 遊戲化體驗設計 108 第一節 遊戲化體驗設計策略 108 一、 目標族群歸納 108 二、 The Climb 2 增益設計規劃 110 第二節 The Climb 2 增益設計過程 114 一、 遊戲大廳 114 二、 遊戲選單與新增關卡 116 三、 多人模式 122 四、 點狀教學 124 五、 即時回饋與進度列 126 六、 評分機制修正與經典回顧 127 第三節 The Climb 2 增益設計結果 129 一、 The Climb 2 遊戲情境描述 129 二、 The Climb 2 使用者動機評價 134 三、 The Climb 2 增益設計之公開展演紀錄 137 第六章 結論與建議 138 第一節 研究結論 138 第二節 研究建議 140 參考文獻 142 附錄一:Octalysis Framework and Game Techniques 152 附錄二:The Climb 2 - 遊戲環境 156 附錄三:The Climb 2 - 操作方式 157 附錄四:The Climb 2 - 遊戲狀態 158 附錄五:The Climb 2 遊戲化增益設計之前後對比 159

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