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    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/150264

    Title: 以譬喻性手法傳遞多層次的環境敘事設計: 以《塵居之家》創作為例
    Conveying multi-dimensional environmental narrative through metaphorical techniques for VR game Dust-Clad Home
    Authors: 黃淳妤
    Huang, Chun-Yu
    Contributors: 李蔡彥

    Li, Tsai-Yen
    Lin, Ling-Yuan

    Huang, Chun-Yu
    Keywords: 環境敘事
    Environmental Storytelling
    Virtual Reality
    Embodied Cognition
    Conceptual Metaphors
    Date: 2024
    Issue Date: 2024-03-01 14:13:21 (UTC+8)
    Abstract: 環境敘事(Environmental Storytelling)是以環境驅動遊戲故事進行的敘事手法,許多遊戲透過讓玩家探索並與環境互動的方式表現環境敘事。然而,一些研究認為環境敘事僅能作為輔助遊戲敘事的手段,但本論文認為環境敘事的潛力是被低估的,而其不足的地方,在於環境敘事的設計沒辦法傳遞足夠多的訊息量。所以本論文認為如果提升環境敘事內容的乘載力,就能讓環境更好地傳遞遊戲故事。

    因此本創作提出可能的提升環境敘事的構想:以模擬真實身體互動的VR,激發玩家的具身認知(Embodied Cognition)引出特定想像或感受,並在此基礎上,使用概念譬喻(Metaohpors)轉化遊戲故事,嘗試疊加多種概念譬喻於玩家的行動或可互動的環境物件上,使敘事內容更加豐富、強烈。


    Environmental Storytelling, a narrative technique driven by the environment, is commonly used in gaming to engage players through exploration and interaction. While regarded by some studies as a supplementary storytelling tool, its potential is underestimated due to limitations in information conveyance. Therefore, the thesis suggests to elevate the narrative capacity of environmental storytelling to enhance the environment's ability to convey the game's story effectively.

    To achieve this, the paper proposes a concept to boost the narrative capacity of environmental storytelling: utilizing VR to simulate realistic bodily interactions, invoking players' embodied cognition to elicit specific imaginations or sensations. Building on this, conceptual metaphors are employed to transform the game story, attempting to overlay various conceptual metaphors onto player actions or interactive environmental objects, enriching and intensifying the narrative content.

    To validate the proposed creative concept, the thesis introduces two narrative strategies: utilizing player actions as a storytelling focal point and controlling external environmental changes to guide player behavior and feeling. These strategies are applied in the VR game "Dust-Clad Home" in which players clean objects to gather information and find the game's target objects. The game sought five participants to play "Dust-Clad Home" to confirm the design outcomes. This evaluation involved game content questionnaires, the IPQ scale, semi-structured interviews, and the observation of participants' interactions within "Dust-Clad Home" all aimed at understanding the effect of the narrative strategies.

    In conclusion, the narrative strategies were deemed effective by participants. They successfully grasped the core storyline, understood the details, and felt a strong connection with the character's emotions. The strategies also easily prompted participants to relate their own experiences, enhancing the overall richness of the narrative content.
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    Description: 碩士
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0109462004
    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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