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系統識別號 U0026-0402201514060300
論文名稱(中文) 桌上陣營遊戲角色機制與玩家情緒關連性之研究 —以狼人為例
論文名稱(英文) The Research of the Correlation between Camp Board Game Character Mechanic and the Players’ Emotional Responses — Using the Lupus of Tabula as an Example
校院名稱 成功大學
系所名稱(中) 工業設計學系
系所名稱(英) Department of Industrial Design
學年度 103
學期 1
出版年 104
研究生(中文) 吳思儀
研究生(英文) Ssu-Yi Wu
學號 P36014098
學位類別 碩士
語文別 英文
論文頁數 79頁
口試委員 指導教授-謝孟達
口試委員-蕭世文
口試委員-楊智傑
口試委員-陳俊偉
口試委員-殷聖楷
中文關鍵字 桌上遊戲  角色機制  生理量測  情緒測量  心率 
英文關鍵字 Board game  role mechanics  physiological measurement  measurement of emotions  heart rate. 
學科別分類
中文摘要 桌上陣營類遊戲以其高針對性、身份的不確定性及故事性強的特徵,廣受大眾喜愛。而陣營類遊戲中,角色能力與用途的設計更是許多遊戲中不可或缺的一環。如何得知玩家在使用其角色時引發的情緒,能夠衡量玩家在遊戲過程是否保持高度興趣,及驗證玩家情緒反應是否與設計師設計遊戲時預設的結果接近,故建立一套遊戲規則的檢驗流程是目前桌上遊戲設計待發展的課題。

本研究聚焦於桌上陣營類遊戲中隱藏角色的玩家經驗,探討玩家扮演不同角色對情緒反應的影響,透過生理量測與影像觀察的方式,分析事件與玩家情緒的關聯。由實驗可驗證,此流程能夠量化因角色機制的不對稱引發的玩家情緒反應,並藉由觀察玩家的生理趨勢,來得知機制的設計是否有觸發預期效果。此流程適用對象為桌上陣營遊戲中的角色隱藏遊戲類型,可協助遊戲開發團隊發想未來產品方向及現有產品的改善,以提昇玩家對遊戲商品的滿意度。
英文摘要 People love camp board games because of several reasons, including highly player-targeted feature, the uncertainty of identity trust and fascinating stories. However, designing character’s ability and function is the most essential part of many camp board games. Upon observing players’ emotions caused by the characters they use, we can measure if players are highly interested in this game and verify if players’ emotional reactions accord with the ones that designers have expected when designing the game. Therefore, founding a set of inspection steps for game rules is the current issue that needs further development in board games.

This thesis focuses on player’s experience of using hidden characters in camp board games so that we can explore the impacts on players’ emotions when they act as different characters. The correlation between players’ emotions and events they met could be analyzed via physiological measurement and video content analysis. These methods can quantify the player’s emotions caused by asymmetric role mechanics. By observing player’s physiological changes, we would know if game mechanic design has caused expected results. This method applies to camp board games with hidden characters, helps game development teams inspire directions for futuristic products and improvements towards current products, and elevates player’s satisfaction towards board games.
論文目次 摘要 i
Abstract ii
致謝 iii
TABLE OF CONTENTS iv
LIST OF FIGURE vi
LIST OF TABLE vii
CHAPTER 1 INTRODUCTION 1
1.1 Research Background 1
1.2 Research Purposes 2
1.3 Scope of Research 3
1.4 Research Procedures 3
CHAPTER 2 LITERATURE REVIEW 5
2.1 Board Game 5
2.1.1 Definition of Board Game 5
2.1.2 Characteristics of Board Games 7
2.1.3 Board Game and Interaction 8
2.1.4 Board Game Mechanics 9
2.1.5 Asymmetry in Game Mechanics 10
2.2 Description and Measurement of Emotion 13
2.2.1 Description of Emotion 13
2.2.2 Measurement of Emotion 14
2.2.3 Self-Assessment Manikin, SAM 15
2.3 Physiological Measurement 17
2.3.1 Physiological Signals and Emotions 17
2.3.2 Heart Rate 19
2.4 Bio-statistical Method 20
2.5 Conclusion 22
CHAPTER 3 RESEARCH METHODOLOGY 24
3.1 Research Framework 24
3.2 Research Methodology 25
3.2.1 Focus Group 25
3.2.2 Video content analysis, VCA 26
3.2.3 KJ Method 28
CHAPTER 4 EXPERIMENT DESIGN 33
4.1 Preparatory Work 34
4.1.1Selection of Board Games and the Analysis of Interactivity 34
4.1.2 Focus Group and Game Event Conclusion 39
4.2 The Experimentation Phase 44
4.3 The Analysis Phase 46
4.3.1 The Observation of the Video Recording Contents 47
4.3.2 The Data Structure 47
4.3.3 The Data Statistics 47
4.4 The Results 48
4.4.1 The Game Events and Frequency 48
4.4.2 The Game Events and the Average Levels of Arousals 49
4.4.3 SAM Scale Range and Sections 50
4.4.4 The Game Events and The HR Change Trends 53
4.5 Discussion 58
4.5.2 The Application of the Character Asymmetry Mechanics in Werewolf Games 61
CHAPTER 5 THE CONCLUSION AND SUGGESTION 63
5.1 The Conclusion 63
5.2 The Research Contributions 66
5.3 The Research Limitations 67
5.4 Future Research Directions 68
REFERENCE 70
INDEX A EXPERIMENT CODES 74
INDEX B PLAYER EXPERIENCE QUESTIONNAIRE 75
INDEX C THE GAME PROCEDURES 78
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