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    Title: 社群隨境遊戲運用於觀光景點-以淡水為例
    Multi-player Pervasive Social Game(MPSG) in Tamsui
    Authors: 陳正和
    Chen ,Cheng Ho
    Contributors: 廖文宏
    吳岳剛

    陳正和
    Chen ,Cheng Ho
    Keywords: 隨境遊戲
    擴增實境
    虛擬實境
    行動導覽
    Date: 2010
    Issue Date: 2013-09-04 16:09:59 (UTC+8)
    Abstract: 本論文運用隨境遊戲(Pervasive Game)其具備空間,時間,社交延展的特性,透過遊戲機制以及故事設計,將兩個遊戲空間的玩家-街頭手機玩家以及線上3D社群遊戲串聯在一起,並且為了讓遊戲內容與真實世界產生關連以及應用,本研究以一具備古蹟導覽以及觀光消費的景點-淡水為例,以便於更清楚的呈現設計概念,並在過程中探討加入其他應用,如廣告行銷應用的可能性。

    在設計方法上,分為概念發想設計以及雛型實作及探討兩部分。首先透過文獻探討,找出1.隨境遊戲定義、實作架構、評估方法及案例分析 2.現今社群平台提供的互動機制、社群應用行動化趨勢、及遊戲與廣告行銷社群化的原則與案例 3.電腦遊戲中如何處理冒險類型遊戲的設計,及當中的重要元素為何?。從文獻探討中歸納出設計原則後,接著進行故事與遊戲機制設計,並透過影片模擬應用情境,呈現設計概念。最後進行架構規劃與可操作之系統雛形實作。創作過後,也針對初期玩家體驗的心得進行討論。

    在結論部分,我們也探討了設計過程中未被採用的設定,並且探討其優缺點。期望此隨境遊戲的敘事框架與雛型經驗實作經驗,能轉移到其他具備同性質的應用情境,並提供給後續研究參考。
    Reference: 1. FRAP- a framework for pervasive games, in ACE "092009.

    2. Nieuwdorp, E., The Pervasive Interface: Tracing the Magic Circle, in Proceedings of DiGRA 2005 Conference2005.

    3. Montola, M., Exploring the edge of the magic circle: Defining pervasive games, in Proceedings of DAC 2005 Conference2005.

    4. Matthias Jarke, M.K.a.W.P., Serious Gaming: The Impact of Pervasive Gaming in Business and Engineering. INDUSTRIAL ENGINEERING AND ERGONOMICS, 2009.

    5. Hong Guo, H.T., Alf Inge Wang,Meng Zhu, TeMPS: A Conceptual Framework for Pervasive and Social Games, in 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning2010: Kaohsiung, Taiwan.

    6. McGonigal, J. Saving the world through game design: Stories from the near future. in 2008 New Yorker Conference, at http://www.newyorker.com/online/video/conference/2008/mcgonigal, accessed 25 February 2009. 2008.

    7. Akribopoulos, O., et al., Developing multiplayer pervasive games and networked interactive installations using ad hoc mobile sensor nets, in Proceedings of the International Conference on Advances in Computer Enterntainment Technology2009, ACM: Athens, Greece. p. 174-181.

    8. Katsiaryna Naliuka, T.C., Roisin Cotton, Soren K. Jensen, Natasa Paterson, Mads Haahr, Supporting Immersive Location-Based Games on Resource-Constrained Platforms, in ACE 102010.

    9. Riku Suomela, E.R., Ari Koivisto and Jouka Mattila, Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform. Vol. p. 308-320. 2004: ICEC Bd.3166, Springer, 2004.

    10. Sweetser, P. and P. Wyeth, GameFlow: a model for evaluating player enjoyment in games. Comput. Entertain., 2005. 3(3): p. 3-3.

    11. Carrigy, T., et al., Design and evaluation of player experience of a location-based mobile game, in Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries2010, ACM: Reykjavik, Iceland. p. 92-101.

    12. Waern, A., Z. Ahmet, and D. Sundstr\\, An in-game reporting tool for pervasive games, in Proceedings of the International Conference on Advances in Computer Enterntainment Technology2009, ACM: Athens, Greece. p. 240-248.

    13. Lankoski, P., et al., A Case Study in Pervasive Game Design: The Songs of North, in Proceedings of the third Nordic conference on Human-computer interaction2004, ACM: Tampere, Finland. p. 413-416.

    14. Ballagas, R.A., REXplorer: a mobile, pervasive spell-casting game for tourists, in CHI `07 extended abstracts on Human factors in computing systems2007, ACM: San Jose, CA, USA.

    15. Gonzalez, N. CheckFacebook.com. 2011 [cited 2011 2011/1/11]; Available from: http://www.checkfacebook.com/.

    16. Swartz, J. Facebook says membership has grown to 750 million. 2011/07/06; Available from: http://www.usatoday.com/tech/news/2011-07-06-facebook-skype-growth_n.htm.

    17. Moo Nam Ko , G.P.C., Mohamed Shehab , Ravi Sandhu, Social-Networks Connect Services, in Computer 2010. p. 37-43.

    18. Consalvo, M. Using Your Friends: Social Mechanics in Social Games. in An international conference covering the spectrum of digital games research. 2011. Bordeaux, France: Society for the Advancement of the Science of Digital Games.

    19. Jie Zhang, Y.S., Wei-Na Lee, To Play or Not to Play: An Exploratory Content Analysis of Branded Entertainment in Facebook. American Journal of Business, 2010.

    20. David Edery, E.M., 電玩正在改變世界(Changing the Game)2010: 商周出版.

    21. Priebatsch, S. The game layer on top of the world. 2010 [cited 2010; Available from: http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.html.

    22. Buckley, S. Sony`s SmartAR demoed live, raises the bar for augmented reality (video). 2011; Available from: http://www.engadget.com/2011/05/22/sonys-smartar-demoed-live-raises-the-bar-for-augmented-reality/.

    23. Andrew Rollings, E.A., 大師談遊戲設計2003, 台北市: 上奇科技.

    24. ARviewer: a FLOSS mobile augmented reality browser and editor. 2010; Available from: http://www.libregeosocial.org/node/26.

    25. Warren, C. PayPal on Android To Start Hassle-Free NFC Payments. 2011/07/13; Available from: http://mashable.com/2011/07/13/paypal-android-nfc/.

    26. Yu, F. Vuzix Star 1200 頭戴顯示器擴增的是我們的實境,而不是荷包. 2010/06/12; Available from: http://chinese.engadget.com/2011/06/12/vuzix-star-1200-headset-augments-your-reality-not-your-bank-acc/.
    Description: 碩士
    國立政治大學
    數位內容碩士學位學程
    98462010
    99
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0098462010
    Data Type: thesis
    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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