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    题名: 虛擬實境遊戲使用者沉浸感感知與情緒體驗之研究—以瑪利歐賽車ARCADE GP VR為例
    The Study of VR Game User’s Immersion Perception and Emotional Experience - use ARCADE GP VR Game as Example
    作者: 黃于芩
    HUANG, YU-TSEN
    贡献者: 資訊傳播學系
    关键词: 虛擬實境
    體感式虛擬實境遊戲
    使用者行為
    沉浸感
    情緒體驗
    virtual reality
    somatosensory virtual reality games
    user behavior
    immersion
    emotional experience
    日期: 2024
    上传时间: 2024-11-11 14:11:45 (UTC+8)
    摘要: 隨著虛擬實境技術已逐漸發展為即時動態模擬系統,由電腦模擬產生三度空間虛擬環境,並配備體感設備及安裝體驗追蹤器,可使體驗者獲得身歷其境般的感受,藉以提供高科技娛樂或模擬訓練。 本研究以虛擬實境體感互動遊戲—「瑪利歐賽車ARCADE GP VR」作為多人遊戲測試平台進行使用者沉浸感感知與情緒體驗之研究。 本研究導入Jennett等人(2008)提出的「體驗活動後沉浸經驗量表」,並修改設計為適合本研究之問卷來進行調查分析,招募43位志願研究者參與實驗測試, 遊戲體驗後進行李克特5點量表問卷調查,收集整理回饋資料加以分析與討論。
    研究結果分為四個部份說明:(1)參與者分析。 以性別、年齡、教育程度及VR遊戲經驗等面向進行分析,參與人數共43人,其中男性23人(53%),女性20人(47%),並分成3個年齡層,15~25歲(14人/33%)、26~35歲(9人/20%)、36歲(含)以上(20人/47%)。 在教育程度的部分,高中(含)以下程度12人(28%)、大學程度26人(60%)與研究所(含)以上5人(12%)。 具有VR相關遊戲體驗者15人(35%)、無體驗者28人(65%)。 (2)影響使用者沉浸感之因素分析,將問卷回饋資料經統計分析結果顯示共有7個構面因素,發現與之前相關研究所提出6個影響構面因素大致吻合,新增構面因素則與「互動性」有關。(3)個人變項與沉浸感感知單因子變異數分析,結果發現男女使用者在「專注力」、「忘我程度」構面上有部分差異,不同年齡層在「專注力」、「感受程度」及「挑戰」構面上有部分差異,教育程度則無顯著差異。 有VR遊戲經驗者較無經驗者在遊戲「分心程度」與「挑戰」意識較高。 (4)個人變項與情緒體驗單因子變異數分析,結果發現VR遊戲使用者在體驗後的情緒體驗上,正向情緒是很高的。男女在體驗後的正負向情緒無顯著差異。15~25年齡層較其他年齡層在「遊戲後的興奮程度」上的感受較低,其他正向情緒無顯著差異。高中(含)以下程度使用者較其他教育程度使用者在「遊戲後的失落程度」有明顯差異。有無VR遊戲經驗者在體驗後的正負向情緒無顯著差。
    研究結論發現影響使用者沉浸感之因素與過去相關研究結果相似。虛擬實境體感互動遊戲在專注力、感受程度、互動性等因素面向對於使用者沉浸感有明顯影響。不同個人變項(性別、年齡、教育程度、VR使用經驗)在沉浸感感知與情緒體驗上是有部分差異。 研究結果也顯示互動體驗程度對於使用者沉浸感之影響是明顯的,建議體感式VR遊戲設計在空間情境與互動介面設計應用上可進一步探討。
    With the gradual development of virtual reality technology into a real-time dynamic simulation system, a three-dimensional virtual environment generated by computer simulation, equipped with somatosensory equipment and an experience tracker, can enable the experiencer to get an immersive experience, so as to provide high-tech entertainment or simulation training. In this study, the virtual reality somatosensory interactive game "Mario Kart ARCADE GP VR" was used as a multiplayer game test platform to study the user's immersion perception and emotional experience. In this study, the "Post-Experience Immersion Experience Scale" proposed by Jennett et al. (2008) was introduced, and the questionnaire designed to be suitable for this study was modified to conduct investigation and analysis, and 43 volunteer researchers were recruited to participate in the experimental test.
    The results of the study are divided into four parts: (1) participant analysis. A total of 43 participants were analyzed in terms of gender, age, education level and VR game experience, including 23 males (53%) and 20 females (47%), and were divided into three age groups: 15~25 years old (14 people/33%), 26~35 years old (9 people/20%), and 36 years old (inclusive) or older (20 people/47%). In terms of educational attainment, 12 (28%) had a high school degree or less, 26 (60%) had a university degree, and 5 (12%) had a graduate school degree or higher. 15 (35%) had experience in VR-related games and 28 (65%) had no experience. (2) Analysis of factors affecting users' immersion, the results of statistical analysis of the questionnaire feedback data showed that there were a total of 7 facet factors, which were roughly consistent with the 6 factors affecting facets proposed in previous related studies, and the new facet factors were related to "interactivity". (3) The results showed that there were some differences in "concentration" and "self-forgetfulness" between male and female users, and some differences in "concentration", "feeling" and "challenge" among different age groups, but there was no significant difference in education level. Those with experience in VR games had a higher degree of distraction and a sense of challenge than those without experience. (4) The analysis of the one-factor variation of personal variables and emotional experience showed that the positive emotions of VR game users were very high in the emotional experience after the experience. There was no significant difference in positive and negative emotions between men and women after the experience. Compared with other age groups, the 15~25 age group felt lower in the "post-game excitement", and there was no significant difference in other positive emotions. There is a significant difference in the "post-game loss" between users with high school education and below. There was no significant difference in the positive and negative emotions of those with or without VR game experience.
    The results of the study found that the factors influencing user immersion were similar to those of previous studies. Virtual reality somatosensory interactive games have a significant impact on user immersion in terms of concentration, feeling, interactivity and other factors. There are some differences in the perception of immersion and emotional experience among different individual variants (gender, age, education, VR experience). The results also show that the influence of interactive experience on user immersion is obvious, and it is suggested that the application of somatosensory VR game design in spatial context and interactive interface design can be further explored.
    显示于类别:[資訊傳播學系暨資訊傳播研究所] 博碩士論文

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