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系統識別號 U0026-2906201600490800
論文名稱(中文) 考量使用者類型下節能減碳行為鼓勵資訊系統之說服與遊戲設計策略
論文名稱(英文) Exploring the persuasive strategies and game design elements and possible demographic differences for energy saving behavior support system design
校院名稱 成功大學
系所名稱(中) 資源工程學系
系所名稱(英) Department of Resources Engineering
學年度 104
學期 2
出版年 105
研究生(中文) 鄭伊秦
研究生(英文) Yi-Cin Jheng
學號 N46034201
學位類別 碩士
語文別 英文
論文頁數 200頁
口試委員 指導教授-施勵行
口試委員-陳家豪
口試委員-陳梁軒
中文關鍵字 節能減碳行為鼓勵資訊系統  說服科技  遊戲化  使用者類型 
英文關鍵字 Behavior Change Support System  Persuasive Technology  Gamification  Users’ Type 
學科別分類
中文摘要 隨著節能減碳的議題日益受到關注,為永續行為而設計的概念亦被應用在資通訊系統設計中,這類「節能減碳行為鼓勵資訊系統」透過在設計中加入各種說服或遊戲化設計,意圖說服使用者改變或重新省思自己的能源使用的態度或行為,然而大多數的系統在設計時未考量使用者差異,導致系統的效用降低。
所以,本研究目的在於幫助設計者以使用者為中心進行「節能減碳行為鼓勵資訊系統」的說服策略和遊戲機制設計。研究首先蒐集「節能減碳行為鼓勵資訊系統」案例,整理出常見的說服設計策略,將使用者依人口統計變數進行分類,並採用問卷來衡量各種說服設計策略對不同使用者族群的說服程度差異,再透過親和圖法將說服設計策略與遊戲元素進行連結,整理出說服策略與遊戲元素的對應表格。
本研究運用問卷分析「節能減碳行為鼓勵資訊系統」中各種說服策略對不同使用者族群的說服程度差異,找到針對不同使用者族群的最佳說服策略,同時得到說服策略與遊戲機制的對應表格,能讓設計者了解針對不同使用者族群應在系統設計中投入何種說服策略和遊戲元素設計,提供「節能減碳行為鼓勵資訊系統」設計者在考量使用者差異下的設計建議。
英文摘要 As the increasing attention to mitigate the effect of global warming, the concept of Design for Sustainable Behavior (DfSB) is also integrated into the design of information communication technology. Many behavior change support systems (BCSSs) have been developed for motivating people toward energy saving behavior in which a variety of persuasive strategies or game design elements are employed. However, most of the persuasive strategies or game design elements designed in BCSSs depend on designer’s own intuition and the users are regarded as a homogeneous group which leads to the low effectiveness of the systems. Hence, the purpose of the study is to help the designers of BCSSs for energy saving behavior adopt the appropriate persuasive strategies and game design elements by considering users’ differences.
The research begins with collecting cases of BCSSs for energy saving behavior, the commonly employed twelve persuasive strategies in the systems were analyzed. Then, the study takes the questionnaires to investigate the possible demographic differences on perceiving persuasiveness of the twelve persuasive strategies. Furthermore, the persuasive strategies are linked to the twenty-nine game design elements by performing affinity diagram and the results are presented in the form of the table.
After understanding the persuasiveness of each persuasive strategy for the different user groups, designers can select the suitable game design elements that correspond to persuasive strategies from the table of affinity diagram. It’s expected that the results of the study can provide the suggestions to designers for designing a gamified BCSS for energy saving behavior by considering user’s differences.
論文目次 Table of Content
Abstract I
摘要 II
誌謝 III
Table of Content IV
Figures VII
Tables IX
Chapter 1 Introduction 1
1-1 Research Background and Motivation 1
1-2 Research Objectives 2
1-3 Research Structure 3
Chapter 2 Literature Review 5
2-1 Design for Sustainable Behavior 5
2-2 Persuasive Technology 6
2-2-1 Persuasive Systems Design 9
2-2-2 Persuasive Strategies in Behavior Change Support Systems for Energy Saving 12
2-2-3 Tailoring Persuasive Strategies to User groups 17
2-3 Introduction of Gamification 20
2-3-1 Introduction of Game Design Element 21
2-3-2 Why gamification works? 25
2-3-3 Persuasive technology and Gamification 27
2-4 Affinity Diagram 30
Chapter 3 Methodology 33
3-1 Framework of Research 33
3-2 Research and Questionnaire Design 36
3-2-1 Storyboards of Persuasive Strategies in BCSS for Energy Saving 37
3-2-2 Demographic Information and Environmental Concern 49
3-3 Statistical Analysis Methods 50
3-3-1 Repeated-measure ANOVA 50
Chapter 4 Data Analysis and Interpretation of Results 53
4-1 Participants’ demographic information 53
4-2 The Overall Persuasiveness of Each Persuasive Strategies 54
4-3 Interaction between Demographic Variables and Persuasive Strategies 56
4-3-1 Exploring gender difference in perceived persuasiveness of the persuasive strategies 56
4-3-2 Exploring age difference in perceived persuasiveness of the persuasive strategies 58
4-3-3 Exploring educational level difference in perceived persuasiveness of the persuasive strategies 62
4-3-4 Exploring environmental concern difference in perceived persuasiveness of the persuasive strategies 65
Chapter 5 Mapping Game Design Elements to Persuasive Strategies 70
5-1 The Processes of Affinity Diagram 71
Chapter 6 Application of Results: a case study 84
6-1 Procedures of persuasive and gamified design of the BCSSs for energy saving behavior 84
6-2 Demonstration of the practical applications 87
6-3 Conclusion of the Case study 95
Chapter 7 Conclusions and Suggestions 97
7-1 Conclusion 97
7-2 Limitations and Suggestions for Further Work 100
References 101
Appendix 108
Appendix A. Questionnaire of the research 108
Appendix B. Persuasive strategies collected from literature 123
Appendix C. Frequency of persuasive strategies employed in the BCSSs cases for energy saving behavior 126
Appendix D. Pre-test questionnaire 127
Appendix E. Twelve storyboards in the research 128
Appendix F. Results of the RM-ANOVA 132
Appendix G. Score sheet of the affinity diagram 136
Appendix H. 187 gamification techniques organized in game mechanics, game dynamics and game aesthetics 137
Appendix I. Table of 41 game design elements 155
Appendix J. Cards of persuasive strategies and game design elements 174
Appendix K. Mapping of game design elements to persuasive strategies 179
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