情緒設計三層次設計元素於療癒系手機遊戲使用者療癒感受與自我接納之研究/A study of the Design Elements of Healing Mobile Games in the Player’s Perceived Self-Acceptance and Healing Experience
摘要
隨著緊張與激烈競爭變成是現代日常生活的常態,人們對於如何找到放鬆的方法,以重新獲得平衡的渴望也日益增長。一種新型態的遊戲類型「療癒系手機遊戲」或日語“Iyashikei (癒し系)” 因此開始獲得極大的關注。然而針對相關此議題的研究,至今仍相對缺乏,而致無法進一步探討與協助可能發展。本研究透過複合式研究方法,首先對療癒系手機遊戲的屬性進行概念化,接續以線上調查法,以三款代表性的療癒系手機遊戲 :《旅行青蛙》、《企鵝島》、《深海水族館》為研究樣本,探索遊戲設計元素如何影響玩家自我接納與療癒感受。以迴歸分析進行研究假設檢定,研究結果顯示,情緒設計中行為層次與反思層次對於使用者之自我接納具有顯著相關,其中以行為層次的設計元素影響最大 ; 白帽遊戲設計元素及情緒設計三層次對於療癒感受皆具有顯著的正向關聯 ; 而在情緒設計三層次的部分,行為層次與反思層次的影響程度相當。
As the stress and intensive competition become parts of our daily life, there is a glowing desire of looking for a way to relax and to regain balance. A new game genre, healing game or “Iyashikei (癒し系)” in Japanese, has attracted great attention recently. However, few research have been devoted to this topic that restricts the possibility of further development. In this study, we used mixed approaches to conceptualize the attributes of the healing game first, then followed an online investigation of how the game design elements might impact the player’s feeling of healing and self-acceptance based on their interaction experiences in three selected healing games: Travel Frog, Penguin Island, and Deep Sea Aquarium. Using multiple regression for data analysis, the results show that from the emotional design perspective, the design elements of both the behavioral level and the reflective level are highly related with the user’s self-acceptance with the greatest impact from the behavioral level. As for the player’s feeling of healing, both the white hat game design elements and emotional design elements have resulted in positive effects; the design elements of the behavioral level have equal effects in comparison to the design elements of the reflective level.
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