隨著資訊科技進步與遊戲發展成熟,社交遊戲越來越受歡迎,讓遊戲化(Gamification)於商務、教學、創新等領域的應用潛力與範疇日增,於焉讓遊戲化成為系統設計的重要趨勢。但到目前為止,國內尚無文獻針對遊戲化研究的現況與應用成效進行系統性探討,因此,本研究參考國外針對遊戲化文獻進行分析的研究模型與架構,針對國內53篇於2012至2016年間發表的碩士論文進行分析。
研究結果發現,國內研究者以多面向的研究方式探討遊戲化且使用的研究方法相當多元,此外,多數研究所得的遊戲化效果為正,表示在不同情境下適時使用遊戲元素與機制能激勵參與者,最後,比對遊戲化效果不一致的研究內涵後,本研究認為,唯有當遊戲化應用與設計考量到使用者感受並提供價值創造流程之支援,方能確保遊戲化成效。
With Fostered by the advance of information communication technology and the widely adoption of online games, gamification has attracted great attention in both education and business contexts, thus making gamificaiton a key trend in IS design field. However, how Taiwanese scholars examine and evaluate the patterns and effects of gamificaiton applications remain unclear.
To react to the above-mentioned gap, this thesis applies the content analysis approach; it reports the results collected and analyzed based on 53 master theses on the topic published between 2012 and 2016. The analytical framework and corresponding elements are developed by referring to current literature. Application areas, corresponding gamificaiton elements and mechanism being utilized, impacts on psychologies and behaviors, are all analyzed; meanwhile, research methods being applied and cross-year evolution are also studied. Based on the findings, this thesis illustrates the current status and corresponding applications of gamification-based master theses in Taiwan, and wishes to provide the preliminary comparison basis with current findings outside Taiwan.