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系統識別號 U0026-0909201314553600
論文名稱(中文) 生理默契應用於塔防遊戲討論團隊表現——以英雄聯盟為例
論文名稱(英文) Physiological compliance as an index of team performance apply on MOBA game——take League of Legends as example
校院名稱 成功大學
系所名稱(中) 工業設計學系碩博士班
系所名稱(英) Department of Industrial Design
學年度 101
學期 2
出版年 102
研究生(中文) 謝宗翰
研究生(英文) Tsung-Han Hsieh
電子信箱 getyoubruce@hotmail.com
學號 P36001118
學位類別 碩士
語文別 英文
論文頁數 79頁
口試委員 口試委員-蕭世文
指導教授-謝孟達
口試委員-楊智傑
中文關鍵字 League of Legends  MOBA game  HRV  Autonomic Nervous System  physical measurement 
英文關鍵字 英雄聯盟  心率變異性  自律神經  生理量測 
學科別分類
中文摘要 台灣的電子競技在過去兩年來快速的發展,在手機遊戲崛起的時代還是能在遊戲產業占有一席之地,尤其是英雄聯盟在台玩家註冊人數在2013年已經超過300萬人。電競活動也朝向商業化的發展,不僅成立特有的台灣電子競技聯盟,也有不同的廠商贊助電競隊伍。另外要了解選手在場上的表現是重要的,而且如果能以生理量測作一個客觀的評估,對於電競團隊的管理不論是在賽前、賽後甚至是賽中都可以掌握選手的狀況。

受測者總共18人有效樣本為14人,平均年齡22.5歲。實驗內容是請他們遊玩英雄聯盟,在實驗前後會有五分鐘的心跳量測,另外遊戲中也會量測心跳訊號以及遊戲畫面。目的是要了解實驗前後勝利方和失敗方是否有生理數值上的差異。利用快速傅立葉轉換作頻譜分析得到三個數值分別為LF,HF和LF/HF。在臨床上這三個數值跟自律神經有關係,因此此研究藉由這三個數值來評估受測者的身心理狀況。

本篇研究利用ANOVA分析勝利組和失敗組之數值分別在實驗前後的關係,結果發現在實驗前勝敗與數值有顯著的關係,勝利組有較低的LF值、較高HF和較低LF/HF比值;失敗組則有較高的LF值、較低HF和較高LF/HF比值。實驗結束後,也有類似結果,其數值也會略為升高,但是較不顯著。
英文摘要 This study uses victories and defeats to compare differences in gaming performance through physical measurement. The chosen game is League of Legends which is MOBA (Multiplayer Online Battle Arena) game. The study measures participants’ HRV signals which contain R-R intervals. The R-R intervals were processed using spectral analysis to evaluate the ANS (Autonomic Nervous System) and measure the physical outcome. The experiment required participants to perform 3 on 3 battles, and their biofeedback was measured during three periods: before, during, and after the experiment. On the other hand, in order to organize the events in the LoL, this study also tracked the activity of the focus group to classify the events using the affinity diagram method.
The results show that the victories have lower LF (Low Frequency), higher HF (High Frequency) and low LF/HF (low frequency/high frequency ratio); defeats have higher LF, lower HF and high LF/HF. Before the experiment, there was a significant difference between the victories and defeats. On the other hand, after the experiments, there was no significant difference between the victories and defeats. The results of this study confirmed the difference in value between victories and defeats in LoL as well as providing a reference for use in future research (e.g. determining the influence of exercise habits on e-sports performance).
論文目次 Abstract i
摘要 ii
List of Contents iv
List of Figures vi
List of Tables viii
Chapter1. Introduction 1
1.1 Background 1
1.2 Purpose 3
1.3 limitations of research 4
1.4 Structure of research 5
Chapter2. Literature Review 7
2.1 MOBA game 7
2.2 Physical measurement 9
2.3 Heart Rate Variability 12
2.4 Autonomic Nervous System 16
2.5 Social-physical compliance 18
Summary of literature review 21
Chapter3. Research methods 22
3.1 Focus Group 22
3.2 Differential Research 23
3.3 Video Content Analysis 25
3.4 Affinity Diagram 27
3.5 One-way ANOVA 30
3.6 Kubios (Physical Analysis Software) 31
Chapter4. Experiment and Result 33
4.1 Experiment Design 36
4.1.1 Organization of Occurred Events in the LoL 37
4.1.2 Experiment Description 38
4.1.3 Physical Signal Measure and Process 43
4.2 Result of experiment 46
4.2.1 The result of statistic of participants 50
4.2.2 The analysis results of baseline (before experiment) 51
4.2.3 The result of after experiment 55
4.3 The observation of game events 57
4.3.1 Results of events in LoL 60
4.3.2 Results of time series 62
4.3.3 Results of comparing in team fight 66
Chapter5. Conclusion and Discussion 67
The Future Works and Recommendations 74
The summary of conclusion and discussion 74
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資訊工業策進會 (2011)。台灣數位內容產業年鑑,台北:經濟部工業局。

English section
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