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    政大機構典藏 > 理學院 > 資訊科學系 > 學位論文 >  Item 140.119/89067
    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/89067

    Title: 基於空間創用的隨境遊戲-以政大校園為例
    Development of a Pervasive Game Based on the Produsage of Space: A Case Study of NCCU
    Authors: 曾文志
    Tseng, Wen Chih
    Contributors: 陳恭
    Chen, Kung
    Tseng, Wen Chih
    Keywords: 空間創用
    Produsage of Space
    Pervasive game
    Homo Ludens
    Date: 2016
    Issue Date: 2016-05-02 13:55:36 (UTC+8)
    Abstract: 隨著智慧型手機的普及,混合虛擬世界和現實世界的手機遊戲變得容易實現,一般稱這類遊戲為隨境遊戲(Pervasive game)。現今最有名的隨境遊戲為Ingress,是一款由Google所屬的Niantic實驗室開發的適地性(Location-Based)社群遊戲。Ingress將現實世界的地點轉換成虛擬世界的據點,玩家分成兩個陣營,遊走於現實世界的地點對虛擬世界的據點執行任務要求的操作。過程中同陣營可相互合作,對立陣營則彼此競爭。符合資格的玩家還可以制定任務,賦予地理空間新的意義,指引其他玩家執行這些任務。本研究稱此功能為空間創用,一般而言,具有空間創用性質的遊戲對於玩家會有較高的黏度。
    With the increasing computing power of a smartphone and the popularity of its users, it becomes easy to mix the virtual world and the real world in a game. This kind of game is called pervasive game. Nowadays, the most popular pervasive game is Ingress, created by Google’s Niantic, Inc. Ingress transforms a real-world landmark into a virtual object called portal. Players are divided into two competitive armies and do specific operations defined by the missions at real-world landmarks to attack or defend the corresponding virtual portals. Missions in Ingress give real-world space new meanings, and this study call this property Produsage. It is commonly held that games with Produsage have the higher degree of Stickiness for players.
    This thesis presents a pervasive game with Produsage that utilizes the NCCU campus and provides game elements that go beyond competition between two armies. As this is a joint effort with colleagues from Sociology department, we follow the agile development method to develop the game iteratively. A distinguished feature of our game is the badge mechanism to realize Produsage that aims to increase the degree of player stickiness. We recruited volunteer players to play the game and got feedbacks from them. The preliminary result shows that players gets the sense of accomplishment when they are collecting produsage of space badges.
    Reference: [1] Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and virtual environments, 6(4), 355-385.
    [2]Bruns, A. (2007, June). Produsage. In Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition (pp. 99-106). ACM.
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    [4]Guerrero Corbi, V. (2014). Development of a web based interface for game-masters of pervasive games.
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    [6]Huizinga, J. (1967). Homo ludens: A study of the play-element in culture. Beacon Press.
    [7]Jegers, K. (2009). Pervasive GameFlow: Identifying and exploring the mechanisms of player enjoyment in pervasive games.
    [8]Jegers, K. (2007). Pervasive game flow: understanding player enjoyment in pervasive gaming. Computers in Entertainment (CIE), 5(1), 9.
    [9]Jonsson, S., & Waern, A. (2008, December). The art of game-mastering pervasive games. In Proceedings of the 2008 international conference on advances in computer entertainment technology (pp. 224-231). ACM.
    [10]McGonigal, J. (2003). A real little game: The performance of belief in pervasive play. Proceedings of DiGRA 2003.
    [11]Model–view–controller. (2016, March 28). In Wikipedia, The Free Encyclopedia. Retrieved 02:32, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Model%E2%80%93view%E2%80%93controller&oldid=712312936
    [12]Object-relational mapping. (2016, February 26). In Wikipedia, The Free Encyclopedia. Retrieved 02:33, March 31, 2016, from https://en.wikipedia.org/w/index.php?title=Object-relational_mapping&oldid=707007686
    [13]Potel, M. (1996). Mvp: Model-view-presenter the taligent programming model for c++ and java. Taligent Inc, 20.
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    Description: 碩士
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0102753023
    Data Type: thesis
    Appears in Collections:[資訊科學系] 學位論文

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