遊戲化因子於VR體驗之應用-以The Climb 2為例

dc.contributor梁桂嘉zh_TW
dc.contributorLiang, Kuei-Chiaen_US
dc.contributor.author陳詠薇zh_TW
dc.contributor.authorChen, Yung-Weien_US
dc.date.accessioned2023-12-08T07:58:22Z
dc.date.available2023-07-31
dc.date.available2023-12-08T07:58:22Z
dc.date.issued2023
dc.description.abstract隨著經濟發展的成熟與科技的變革,人們對於設計的想像與需求不再僅止於功能上的 應用,越來越多人開始重視情緒感受與使用體驗。在此脈絡之下,許多以人為本的理 論應運而生,「遊戲化」更是在近年備受注目,並且在使用者體驗領域中掀起巨浪。 同時,虛擬實境(Virtual Reality,VR)以跳脫空間限制的互動性和沈浸感,為人類於 感官體驗上打開全新的篇章。過往的使用者體驗規則在 VR 三維環境中被顛覆,而遊 戲化因子又能夠於其中帶來何種影響。為此,本研究受生活中之遊戲化實例啟發,選 擇以 VR 遊戲 The Climb 2 作為案例,展開遊戲化領域對 VR 體驗之深度探討。本研究根據遊戲化理論與 VR 相關文獻,對運動向度 VR 遊戲做案例分析,並綜合使 用者體驗研究結果,以 The Climb 2 進行遊戲化於 VR 體驗之實務應用探討,提出以下 結論建議:(1)遊戲化元素之應用應隨著情景變化適時調整 (2)為使用者建立健全的成 長途徑 (3)重視內在動機 (4)聆聽使用者的真實需求 (5)跨域學習與整合之必要性期望通過這項研究,可以深化對遊戲化理論的理解,並於 VR 遊戲 The Climb 2 之使用 者體驗實踐過程中,尋找有效的遊戲化應用方式。不僅提升使用者於 VR 環境的體驗感受,亦供後人於遊戲化領域設計有關之策略與借鏡。zh_TW
dc.description.abstractWith the progression of economic maturity and technological metamorphosis, the imaginative scope and requisites for design are no longer solely focused on functional utilization. An increasing number of individuals are placing importance on emotional perception and user interaction. Under this paradigm, various human-centric theories have evolved, with'Gamification' particularly gaining substantial prominence in recent years, instigating a considerable surge within the domain of user experience. Simultaneously, Virtual Reality (VR) with its capacity for interactive immersion, unconstrained by physical boundaries, has embarked upon a new frontier in sensory experiences for humanity. Conventional norms of user experience have been disrupted within VR's three-dimensional context, which begs the question of the potential implications of gamification elements therein. Hence, this research, invigorated by practical instances of gamification, opted for the VR game"The Climb 2" as a case study, to delve deeply into the impact of gamification on VR experiences. This research, founded on gamification theories and pertinent literature on VR, undertakes a case analysis of physically-oriented VR games. The research assimilates the outcomes of user experience studies to examine the pragmatic application of gamification in VR experiences using "The Climb 2", leading to the formulation of the following salient recommendations: (1) The application of gamificationelements should be modulated in line with situational alterations.(2) Users should be provided with a robust pathway for growth.(3) The significance of intrinsic motivation should be recognized.(4) Genuine user needs should be diligently acknowledged.(5) The essentiality of interdisciplinary learning and integration is highlighted.Through the purview of this research, the expectation is to foster a profound comprehension of gamification theories and discern effective methodologies of gamification in the experiential process of users in the VR game"The Climb 2". The intent is not merely to augment user experiences within VR environments but also to provide a strategic blueprint and lessons for future research endeavors within the realm of gamification.en_US
dc.description.sponsorship設計學系zh_TW
dc.identifier61068022T-43740
dc.identifier.urihttps://etds.lib.ntnu.edu.tw/thesis/detail/59a8c2a8c2bafff67c2be2350dfb8736/
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/121267
dc.language中文
dc.subject使用者體驗設計zh_TW
dc.subject使用者介面設計zh_TW
dc.subject遊戲化zh_TW
dc.subject虛擬實境zh_TW
dc.subjectGamificationen_US
dc.subjectUser Experience Designen_US
dc.subjectUser Interface Designen_US
dc.subjectVirtual Reality (VR)en_US
dc.title遊戲化因子於VR體驗之應用-以The Climb 2為例zh_TW
dc.titleThe Application of Gamification Elements to VR Experience -Take the Example of “The Climb 2”en_US
dc.typeetd

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