研究生: |
陳彥彰 Chen, Yen-Chang |
---|---|
論文名稱: |
華人玩家對於角色造型風格之偏好探討-以電子遊戲英雄聯盟為例 Analysis of Chinese Players’ Preferences for Characters Modeling Styles in Video Game – The Case Study of League of Legends |
指導教授: |
伊彬
I, Bin |
學位類別: |
碩士 Master |
系所名稱: |
設計學系 Department of Design |
論文出版年: | 2020 |
畢業學年度: | 108 |
語文別: | 中文 |
論文頁數: | 199 |
中文關鍵詞: | 電子遊戲 、圖像心理 、角色造型設計 、華人偏好 |
英文關鍵詞: | Video game, image psychology, character design, Chinese preference |
DOI URL: | http://doi.org/10.6345/NTNU202001025 |
論文種類: | 學術論文 |
相關次數: | 點閱:152 下載:42 |
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「英雄聯盟」(League of Legends)是一款獲獎無數,由美商Riot Games開發與發行的多人戰術擂台(MOBA)遊戲(Riot,n.d.)。自2009年上市至今,在各大知名遊戲專業網站皆取得正面評價;估計目前全世界的活躍玩家至少超過1億5千萬名(Pete,2016)。然而因採用公平公正的回合遊戲機制,玩家無法藉由投入金錢取得較高的遊戲成就,遊戲商機便在於販售各式各樣的角色及不同風格的造型,藉此吸引玩家投入資金,因此遊戲角色的造型設計更顯重要。
本研究透過知名線上電競遊戲「英雄聯盟」,搜集此款遊戲中由145位風格各異的角色所構築而成的974款需經購買消費等管道取得之造型,依據色彩-「類似色」、「對比色」;原型-「人型」、「非人型」、「一體成型」、「個體結合」;性格-「正向性格」、「負向性格」三大面向為分類準則,並經由專家分類歸納後,進行卡方檢定統計分析,欲得知在官方角色造型設計之中「色彩」、「原型」與「性格」三變項之間關聯性與主要設計方向,隨後從各項目之中選出各1款樣本作為代表,共16款,進行問卷發放,透過獨立樣本三因子變異數分析,了解華人玩家的「性別」、「年齡」、「教育程度」三因子對於角色造型上的選擇偏好是否會有顯著影響。
研究結果分析官方角色造型設計趨勢,歸納為以下三點結論:(1)「對比色」的配色方法仍為主流。(2)「人型」角色仍為主要設計依據。(3)十種性格之單項佔比雖然以「負向性格」為最高,但整體來說仍傾向「正向性格」的設定。研究結果對於華人玩家參與者的偏好分析可歸納為角色色彩、原型、性格三部分共5點:(1)對於「類似色」的偏好:男性顯著高於女性;未成年顯著高於成年;大學專科與研究所顯著高於高中職以下。(2)對於「對比色」的偏好發現:研究所顯著高於高中職以下。(3)對於「人型」偏好:男性顯著高於女性、未成年顯著高於成年;高中職以下顯著高於大學專科。(4)對於「一體成型」的角色造型偏好,大學專科與研究所顯著高於高中職以下。(5)對於角色「正向性格」偏好,未成年顯著高於成年。比較以上官方角色造型設計與華人玩家偏好之研究結果發現:(1)角色「色彩」設計部分符合教育程度為研究所玩家之偏好;(2)角色「原型」設計部分符合未成年、男性、與教育程度為高中職以下玩家之偏好;(3)角色「性格」設計部分符合未成年玩家之偏好。期望以上結果能補充關於電競遊戲角色設計偏好文獻的不足,作為電子遊戲廠商與設計師開發角色造型與定位之參考依據。
"League of Legends" is a multiplayer online battle arena(MOBA)game developed and published by Riot Games. Since 2009, it has won numerous awards and even received high scores from many game websites. It has been widely praised and enjoyed high popularity among general players. As of July 2015, more than 100 million players have played "League of Legends" at least once a month, while more than 27 million players play every day, and more than 7.5 million people are online at the same time during peak hours. However, due to the fair and equitable round game mode, it also means that players cannot get high game achievements by investing a lot of money. Therefore, the business opportunity of the game is to sell various characters and different styles of skin to attract players to buy, which proves that the game characters have a huge amount of influence over the game.
This research collected 974 models constructed by 145 characters with different styles in this game through the well-known online e-sports game "League of Legends". According to the color-"similar color", "contrast color"; prototype-"human type", "non-human type", " species mixture", "individual combination"; personality-"positive character", "negative character", three Orientation to be a classification criterion. After being classified by experts, statistical analysis of chi-square test was carried out, in order to know the correlation between the three variables of "color", "prototype" and "character" in the official commercial design strategy, then select 1 representative sample from each of them, a total of 16 samples for questionnaire distribution and testing. Three-way ANOVA was adopted to analyze whether the three factors of the players’ "gender", "age" and "education level" had significant influences on their characters modeling preferences.
Through the research results and comprehensive discussion, it is concluded that: (1) In the official commercial design strategy, the color matching method of "contrast colors" is still the mainstream. (2) In the official commercial design strategy, the "human" role is still the main design basis for prototype variants. (3) In the official business design strategy, although the individual proportion of the ten personalities is the highest with "negative personality", on the whole, it still prefers the personality setting of "positive personality". (4) Analysis of Chinese preference for roles, for "similar color" satisfaction, men are significantly higher than women, minors are significantly higher than adults, and higher education is significantly higher than in lower education. (5) Analysis of Chinese players' preference for roles, for "contrast color" satisfaction, higher education is significantly higher than lower education. (6) Analysis of Chinese players' preference for roles, for "human" satisfaction, men are significantly higher than women, minors are significantly higher than adults, and lower education is significantly higher than higher education. (7) Analysis of the role preferences of Chinese players, for " integrated " satisfaction, higher education is significantly higher than lower education. (8) Analysis of Chinese players' preference for roles, for "positive personality" satisfaction, minors are significantly higher than adults. (9) Comparison of the official design strategy and preference of the players, the "color" part meets the preference of the players with higher education; the "prototype" part meets the expectations of underage, male, and lower education players; the "character" part meets the preference of underage players. It is expected that the analysis of this research result and the discussion on the trend of official character commercial design strategy will serve as a reference basis for future e-sports game manufacturers and designers to develop character design and positioning.
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