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  • 學位論文

心流路徑研究方法論—以休閒遊戲玩家為例

A Methodology for Flow Path Research — Taking Casual Game Players as an Example

指導教授 : 孫春在

摘要


本研究提出一個心流路徑研究方法論—活動內測量法(In-Activity Measurement, IAM),旨在為心流理論方面的研究,建立一個有系統的分析方法,讓心流路徑能夠被清楚而深入地探討。 活動內測量法不同於一般常用的心流經驗測量法(如描述性調查法、活動調查法、經驗抽樣法),能夠在受試者不離開活動去填答問題的情況下,測量到其心流經驗,維持心流的連續性,並且能夠分析資料、產生規則來研究大量受試者的心流路徑。 為了驗證活動內測量法的可行性及展示其實際用法,本實驗室自行開發了一套節奏休閒遊戲—音樂流(Music Flow)做為實驗平台,以實際的資料蒐集以及資料分析,來說明活甕內測量法中每一步驟的做法及意涵,並藉此探討休閒遊戲玩家的心流路徑。 活動內測量法的研究流程包括以下:(1)制定評估指標(2)取得樣本資料(3)分析樣本資料(4)產生規則(5)取得正式資料(6)分析正式資料(7)分析心流路徑。 值得注意的是,活動內測量法不僅可以使用在遊戲活動中,任何具備心流狀態要素的活動,只要能夠建立資料蒐集的平台,按照活動內測量法的研究流程,都可以深入去探討活動者的心流路徑。

並列摘要


This research proposes a methodology for flow path research named In-Activity Measuremen(IAM), aiming to build a systematic method which makes an in-detph and clear exploration of flow path . IAM is different from common flow experience measurements such as Narrative Survey, Active Survey, and Experience Sampling Method (ESM), in that it can measure the flow experience of the subject who will not be distracted by answering questions.Futhermore, IAM provides the possibility of doing research on massive subjects by analyzing data and forming correspondences. In order to demonstrate the feasibility and the practical usage of IAM, Learning Technology Lab develops a casual rhythm game called Music Flow, so as to collect real data and to analyze them for the purpose of explaining every procedure of IAM, moreover, to explore the flow path of casual game players. The research procedures of IAM are the followings:(1)Set up the evaluation index(2)Obtain the sample data(3)Analyze the sample data(4)Form the correspondences (5)Obtain the regular data(6) Analyze the regular data(7)Analyze the flow path It’s worth noting that IAM can be used not only for gaming activities. Any activity involving flow experience can be studied with it if researchers are able to build the data collecting platform and to conform the research procedures of IAM.

並列關鍵字

Flow Theory Flow Path Methodology Causual Game

參考文獻


4. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper & Row.
5. Chen, H., Wigand, R. T., and Nilan, M. S. (1999). Optimal experience of web activities. Computers in Human Behavior, 15(5), 585–608.
6. WAN, C.S. and CHIOU, W.B (2006). Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents. CYBERPSYCHOLOGY & BEHAVIOR Volume 9, Number 3, 2006 317-324
7. Clarke, S.G. and Haworth, J.T. (1994). Flow experience in daily lives of sixth-form college students. British Journal of Psychology, 85(4), 511–523.
8. “DFC Intelligence Forecasts Video Game Market to Reach $57 Billion in 2009”, http://www.dfcint.com/wp/?p=222

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林洨岑(2011)。數位學習教材設計與心流經驗關係之研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2011.00572
陳立先(2009)。玩性透過自我調節對心流狀態的影響─以休閒遊戲為平台〔碩士論文,國立交通大學〕。華藝線上圖書館。https://doi.org/10.6842/NCTU.2009.00937

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