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    Title: 結合社交機器人之混合式桌遊開發
    Development of social robot-assisted hybrid board game
    Authors: 何俞樺
    Ho, Yu-Hua
    Contributors: 蔡子傑
    陳宜秀

    何俞樺
    Ho, Yu-Hua
    Keywords: 桌遊
    機器人
    混合式
    心理生理學
    數位元素
    Date: 2022
    Issue Date: 2022-09-02 15:43:03 (UTC+8)
    Abstract: 近年來隨著桌上遊戲的流行,遊戲內容越來越豐富,遊戲形式也越來越多元,有許多專門設計的桌遊,以提供不同方面的應用,例如: 教學上使用的桌遊或是提升指定能力的桌遊。而許多國內外研究也都針對桌遊在特殊領域中的實踐效益,研究發現的效果多是正向且有益的,可見桌遊不單單只是一種遊戲形式,更可能成為各領域推廣知識或提升能力的有效工具。雖然證實桌遊可以幫助人們在遊戲中學習,可應用在學習或照護等相關領域,但對於如何提升桌遊遊戲體驗的研究不多,實際改善並提升桌遊遊戲體驗的研究就更少。
    本研究以順興社區自製桌遊「順興智遊發揮」作為研究素材,以 RFID (Radio Frequency Identification) 技術將紙本桌遊牌卡資訊轉為數位資訊,之後再結合APP和凱比同學機器人開發一套混合式桌遊系統。採用數位混合的方式進行遊戲,即以實體遊戲交流為主,數位多媒體元素為輔,如此一來玩家既可享受原本傳統桌遊實體材質、物理交互、社交互動等優點,亦可享有數位元素的自動化、音樂、動畫等等優點。除了純粹數位元素,本研究也加入了社交機器人,期許機器人的實體性質和生動活潑的表現,可以為桌遊增加遊戲亮點,吸引玩家遊玩的欲望。為檢測此系統遊玩結果,本研究將評估不同版本間的遊戲體驗差別,測量方式分為主觀的GEQ問卷和客觀的生理資訊(GSR/HR),遊戲結束後也會進行簡短的訪談,以深入瞭解玩家感受,另外,目前遊戲體驗的心理生理學研究多是在數位遊戲領域,因此本研究也會探討在桌遊領域中遊戲體驗與生理資訊間可能呈現的關係。實驗結果表示遊戲順暢度對遊戲體驗有很大的影響力,混合式桌遊系統中的社交機器人需要與原本的桌遊內容做更加有連結性的功能設計,且整體遊戲過程需要流暢,才會有較正向的遊戲體驗,而在桌遊中GEQ問卷中的Negative構面與GSR呈現出顯著性的負相關,或許桌遊遊戲體驗與生理值的關係與電玩遊戲有相似的地方。
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    Description: 碩士
    國立政治大學
    數位內容碩士學位學程
    109462017
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0109462017
    Data Type: thesis
    DOI: 10.6814/NCCU202201194
    Appears in Collections:[數位內容碩士學位學程] 學位論文
    [數位內容與科技學士學位學程] 學位論文

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