政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/76824
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 11 |  Items with full text/Total items : 88866/118573 (75%)
Visitors : 23561730      Online Users : 284
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/76824


    Title: 隨境遊戲的理論與創作:以推廣流浪動物TNR為題
    The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example
    Authors: 戴國祐
    Tai, Kuo Yu
    Contributors: 吳岳剛
    戴國祐
    Tai, Kuo Yu
    Keywords: 隨境遊戲
    刺激閾
    捕捉-絕育-釋放
    遊戲化
    數位遊戲
    pervasive games
    liminal interface
    TNR
    gamification
    digital games
    Date: 2015
    Issue Date: 2015-07-27 11:15:43 (UTC+8)
    Abstract: 在數位時代來臨的今日,利用數位媒體或科技將虛擬的遊戲世界與現實的世界連結整合的隨境遊戲,乃是未來趨勢上相當重要的一種行銷手段。然而目前學界上卻沒有確切關於隨境遊戲的一套設計方法。有鑒於此,本研究先蒐集相關的理論與研究,進而發展出隨境遊戲模型與刺激閾模型。利用這兩個模型設計一個以推廣流浪動物TNR為議題的隨境遊戲—Trap paw。在Trap paw中,玩家可以透過各種不同的方式與情境在現實世界裡面尋找線索來進行遊戲。之後,研究者採用半結構式的深度訪談法,訪談了六位不同身份背景的玩家,以探詢他們對於遊戲的回饋與建議。綜合此訪談結果與創作經驗,除了修正Trap paw的遊戲內容外,也提出了關於使用上述兩個模型進行創作的幾點建議。

    在實作之後,發現這兩個模型宛若隨境遊戲的基石般穩固、實用性也很高,沒有需要特別修改之處。只不過若要應用在行銷活動式隨境遊戲設計上的話,針對隨境遊戲模型的使用可提供三點建議:(1)考慮先從明顯易見的空間擴增發想遊戲架構。(2)嘗試創造可見的魔法圈界。(3)舉辦效果良好的慶典式遊戲活動。至於使用刺激閾模型的部分,則建議:將「權變因子」這個因素作為主動促使個體逆轉成容易接受遊戲的行為導向狀態;將「厭膩」與「挫折」這兩個因素作為尋找個體已經是處於行為導向狀態的情境。透過這兩種面向的思考,以求在正確的時間與場合讓個體接觸到遊戲,使其容易接受遊戲而成為真正的玩家。
    In this digital marketing generation, the pervasive games which connected the game world with the reality by ubiquitous computing or digital medias get more and more attentions as a method for marketing. However, there are still not specific design theories or methods of the pervasive games. For that I developed two models that can be used to design the pervasive game: pervasive game model and liminal model by the collections of concerned theories and studies.
    By the pervasive game model and the liminal model, I created a pervasive game which is about promoting TNR-—Trap paw. In the Trap paw, players can find clues in a wide range of ways and in the different scenario out of their imagines. Qualitative interview is adopted as a research method and I interviewed six people to look for the feedbacks and suggestions about the game. Combined with the outcomes of interviews and my personal experience, I modified parts of the game. In the end, I give some suggestions about creating a pervasive game by using these two models.

    After completing the game, I find out that the two models are not only stable as the foundation stones of the pervasive games, but they can be applied widely. No further modifications are needed. However, when applying the pervasive game model to the field of promoting campaign, there are three suggestions: (1) begin with the space expansion (2) try to make some visible or tangible magic circles (3) through some gaming ceremonies. As for using liminal model to developing a game, I suggest that “contingent events” can be used to be an active factor to reverse individuals from telic state into paratelic state and concerning “frustration” and “satiation” to be factors to define whether an individual is in the paratelic states. Through these kinds of thinking, game might contact to the target audience in the right time and space. In this way, it’s easier for them to embrace the game and become real players.
    Reference: 英文部分
    Apter, M. J. (1988). Reversal theory as a theory of the emotions. Advances in Psychology, 51, 43-62.
    Benford, S., Magerkurth, C., & Ljungstrand, P. (2005). Bridging the physical and digital in pervasive gaming. Communications of the ACM, 48(3), 54-57.
    Bjork, S., & Holopainen, J. (2005). Games and design patterns. The Game Design Reader, 410-437.
    Bo Kampmann Walther (2003). Playing and Gaming Reflections and Classifications. Retrieved September 16, 2014, from: http://www.gamestudies.org/0301/walther/
    Caillois, R. (2001). Man, play, and games. University of Illinois Press.
    Cox, T., & Kerr, J. H. (1989). Arousal effects during tournament play in squash. Perceptual and Motor Skills, 69(3f), 1275-1280.
    Davies, H. (2007, December). Place as media in pervasive games. In Proceedings of the 4th Australasian conference on Interactive entertainment (pp. 7). RMIT University.
    Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
    Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
    Huizinga, J. (1967). Homo ludens: A study of the play-element in culture. Boston, MA: Beacon Press.
    Janitzek, D. B. (2012). Gamification: The What and Why Not (Doctoral dissertation, Master’s Thesis. Copenhagen, Denmark: Copenhagen Business School, Department of Innovation and Organizational Economics).
    Jonsson, S., Montola, M., Waern, A., & Ericsson, M. (2006, June). Prosopopeia: experiences from a pervasive Larp. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (pp. 23). ACM. Koljonen, J. (2007).
    Juul, J. (2003, November). The game, the player, the world: looking for a heart of gameness. In DIGRA Conf..
    Koljonen, J. (2007). Eye-Witness to the Illusion. An Essay on the Impossibility of 360 Role-Playing. Lifelike, Knudepunkt, 175-187.
    Martin, R. A. (1998). Approaches to the sense of humor: A historical review. In Ruch W. (Ed.), The sense of humor: Exploration of a personality characteristic (pp.15-62). New York, NJ.: Mount de Gruyter.
    Mcgonigal, J. E. (2006). This might be a game: ubiquitous play and performance at the turn of the twenty-first century (Doctoral dissertation, University of California, Berkeley).
    Montola, M. (2005, December). Exploring the edge of the magic circle: Defining pervasive games. In Proceedings of DAC (pp. 103).
    Montola, M., Stenros, J., & Waern, A. (2009). Pervasive games: theory and design. Morgan Kaufmann Publishers Inc..
    Nieuwdorp, E. (2005). The pervasive interface; Tracing the magic circle.
    Nieuwdorp, E. (2007). The pervasive discourse: an analysis. Computers in Entertainment (CIE), 5(2), 13.
    Okazaki, S., & Yagüe, M. J. (2012). Responses to an advergaming campaign on a mobile social net-working site: An initial research report. Computers in Human Behavior, 28(1), 78-86.
    Penelope Yau(2012). Coca-Cola: Chok! Chok! Chok!. Retrieved September 6, 2014, from: warc database.
    Routledge. Apter, M. J. (1991). A structural-phenomenology of play. In J.H. Kerr & M.J. Apter (Eds.), Adult play: A reversal theory approach. Amsterdam: Swets & Zeitlinger.
    Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.
    Schechner, R. (2013). Performance studies: An introduction. Routledge.
    Slater, M.R., & Shain, S. (2005). Feral cats: An overview. In D.J. Salem & A.N. Rowan (Eds.), The state of the animals III: 2005 (pp. 43-53). Washington, DC: Humane Society Press.
    Terlutter, R., & Capella, M. L. (2013). The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2-3), 95-112.
    Walther, B. K. (2005). Atomic actions--molecular experience: theory of pervasive gaming. Computers in Entertainment (CIE), 3(3), 4-4.
    Why so serious? 360 Alternate Reality Experience (2008) . Retrieved September 27, 2014, from: http://www.alternaterealitybranding.com/whysoserious_viral09/
    Wikipedia(2014). Pervasive Games. Retrieved October 13, 2014, from: http://en.wikipedia.org/wiki/Pervasive_game
    Winkler, T., & Buckner, K. (2006). Receptiveness of gamers to embedded brand messages in advergames: Attitudes towards product placement. Journal of Interactive Advertising, 7(1), 37-46.
    Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., & Meyer, R. (2008). Enjoyment of advergames and brand attitudes: The impact of thematic relevance. Journal of Interactive Advertising, 9(1), 27–36.
    Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps (1sted.). Sebastopol, CA: O'Reilly Media.



    中文部分
    吳岱芸(2014)。〈從遊戲到遊戲化:行銷溝通遊戲化理論初探〉。《中華傳播學會2014年年會論文》。上網日期: 2014年 10 月 17日。網址:http://ccs.nccu.edu.tw/word/HISTORY_PAPER_FILES/18148122014.pdf
    林水見(2009)。《高中職學生幽默風格、嘲笑風格與五大人格特質之相關研究》。台北:國立臺灣師範大學教育心理與輔導學系碩士在職專班學位論文。
    胡昭民、吳燦銘(2012)。《遊戲設計概論》。博碩文化。
    黃光玉、劉念夏、陳清文(譯)(2004)。《媒介與傳播研究方法:質化與量化研究途徑》。風雲論壇。
    袁方(編)(2002)。《社會研究方法》。五南。
    陳正和(2011)。《社群隨境遊戲運用於觀光景點-以淡水為例》。台北:國立政治大學數位內容碩士學位學程論文。
    陳芷苓(2009)。《台灣動物收容所動物族群數數之研究》。台北:國立臺灣大學獸醫學研究所碩士論文。
    陳建志(2011)。〈TNR 人道處理流浪犬貓問題之評估——以台北市已進行 TNR 之野生動物保護區、大學校園與都會區域為例〉。上網日期: 2014年 9 月 6 日。網址:http://www.vm.ntu.edu.tw/Yungling/id_5/id/2011-2-4_tnr.pdf
    彭文立, & 季力康(2004)。〈以反轉理論探討優秀跳傘參與者刺激冒險尋求動機、覺醒、焦慮、情緒與跳傘表現之相關研究〉。《大專體育學刊》。第6期,頁121-136。
    葉力森(2000)。〈動物收容所管理作業手冊〉。行政院農業委員會動植物防疫檢疫局研究成果報告(報告編號:89公務-1.4-動防-01(02))。台北市:行政院農業委員會動植物防疫檢疫局。
    〈十二夜引發效應 動團訴求落實零安樂死〉。台灣環境資訊中心。上網日期: 2014年 9 月 22 日。網址:http://e-info.org.tw/node/96577
    〈近期各月人口資料(近12個月)〉。內政部戶政司全球資訊網。上網日期:2014年 10月 25日。網址:http://www.ris.gov.tw/zh_TW/346
    〈捕捉、絕育、釋放〉。維基百科。上網日期: 2014年 7 月 1 日。網址:http://zh.wikipedia.org/wiki/%E6%8D%95%E6%8D%89%E3%80%81%E7%B5%95%E8%82%B2%E3%80%81%E9%87%8B%E6%94%BE
    〈創意廣告行銷-盡在坎城國際創意節!〉。數位行銷論壇。上網日期: 2014年 10月 21日。網址:http://emf.migosoft.com/case/case120.html
    〈普適計算〉。維基百科。上網日期:2014年 10 月 13 日。網址:http://zh.wikipedia.org/wiki/%E6%99%AE%E9%80%82%E8%AE%A1%E7%AE%97
    〈臺灣大學流浪動物管理模式〉。國立台灣大學網站。上網日期: 2014年 9 月 10 日。網址:http://general.ga.ntu.edu.tw/gridfs/assets/asset/data/5277134b7410ba466600001e/%E5%8F%B0%E7%81%A3%E5%A4%A7%E5%AD%B8%E6%A0%A1%E5%9C%92%E6%B5%81%E6%B5%AA%E5%8B%95%E7%89%A9%E7%AE%A1%E7%90%86%E6%A8%A1%E5%BC%8F.docx
    《十二夜》電影官方網站,取自網站: http://www.twelvenights.com.tw/。上網日期:2014 年 9 月 22 日。
    Description: 碩士
    國立政治大學
    廣告研究所
    101452001
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0101452001
    Data Type: thesis
    Appears in Collections:[Department of Advertising] Theses

    Files in This Item:

    File SizeFormat
    200101.pdf195675KbAdobe PDF517View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback