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  1. NTU Theses and Dissertations Repository
  2. 生物資源暨農學院
  3. 園藝暨景觀學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/92031
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dc.contributor.advisor張伯茹zh_TW
dc.contributor.advisorPo-Ju Changen
dc.contributor.author張宗琦zh_TW
dc.contributor.authorTsung-Chi Changen
dc.date.accessioned2024-03-04T16:11:21Z-
dc.date.available2024-03-05-
dc.date.copyright2024-03-04-
dc.date.issued2023-
dc.date.submitted2024-02-05-
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/92031-
dc.description.abstract電玩遊戲為現今重要的休閒活動,隨著科技發展遊戲技術進步開放世界(Open world)成為現今主流的遊戲類型,本研究使用開放世界遊戲具代表性的《薩爾達傳說:曠野之息》作為研究工具。先前學者提出,電玩遊戲與空間設計、場所營造有相同的概念與本質,即創造人類與環境產生交互作用為基本價值。然而過往針對電子空間與景觀領域的研究並無探討虛擬的遊戲環境,故本研究欲深入探討電玩遊戲環境內的景觀空間與景觀偏好間的關係。究採用質性研究的扎根理論取逕,結合Visitor Employed Photography(VEP)和半結構式訪談收集資料並進行階段性編碼分析,最終共蒐集12名受訪者的127張照片與訪談資料。
  本研究透過分析發現遊戲環境中影響偏好的三大核心範疇為景觀空間、遊戲體驗、景觀偏好,景觀空間元素包括人為景觀、自然景觀、遊戲元素及視覺因子,玩家體驗包括享受、想像沉浸、感官沉浸、懸疑感、緊張感、成就感、控制。景觀空間會影響玩家的遊戲體驗,而遊戲體驗會進一步影響到景觀偏好,故遊戲體驗可能在兩者間產生影響;而景觀空間若不涉及遊玩體驗,則對景觀偏好的作用及如同現實空間的。另有重要範疇個體差異,可能會產生調節景觀空間對遊戲體驗與景觀偏好間的關係,個體差異則有個人經驗與個性。另外本研究也發現,景觀空間範疇有代碼同屬於景觀元素與遊戲元素,這反映質性資料的多面性與兩者間的關係;可能受個體差異影響,導致玩家的參與度、沉浸感等而有不同。遊戲體驗的不同構面可能相似於景觀理論的內在感知反應過程,如緊張感反映眺匿理論;在本研究的遊戲體驗並未蒐集到過往研究中提及的心流,可能是由於研究方法的限制。
  本研究不僅釐清電玩遊戲中的景觀空間、遊戲體驗和景觀偏好之間的關係,這些關係不僅反映在遊戲設計上,也體現在玩家的個體差異和內在感知過程中,同時也為遊戲設計與景觀領域提供了新的結合方式與方向。
zh_TW
dc.description.abstractVideo gaming has become one of the important leisure activities in recent years. With the development of technology, open-world games have become mainstream. This study will use the classic open-world game The Legend of Zelda: Breath of the Wild as a research tool. It shows parallels between video game environments and spatial design, emphasizing how both create interactive spaces for human experience. We explore the relationship between video games landscape space and landscape preferences, employing qualitative research, Grounded Theory, Visitor Employed Photography (VEP), and semi-structured interviews.
Analysis of 127 photos and interviews from 12 participants identified three core categories influencing preferences in gaming environments: landscape in video games, gaming experience, and landscape preference. Landscape in video games includes artificial and natural landscapes, game elements, and game elements. Gaming experience includes enjoyment, imaginative and sensory immersion, suspense, tension, achievement, and control. The gaming experience mediates the relationship between landscape in video games and landscape preference; if the landscape space doesn't involve gaming experience, its effect on preference is similar to that in real spaces. Individual differences, such as personal experiences and personality, also modulate these relationships.
  We find the multidimensionality of qualitative data and the interplay between landscape elements and game elements, which may vary based on individual differences, affecting engagement and immersion levels. It suggests that aspects of gaming experience may parallel concepts in landscape theories. The study's findings clarify the relationship between landscape in video games, gaming experience, and landscape preference, reflecting not only in game design but also in players' individual differences and internal perception processes. This offers new directions for integrating game design with the landscape architecture.
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dc.description.tableofcontents謝誌 i
摘要 ii
Abstract iii
表次 vi
圖次 vii
第一章 緒論 1
第一節 研究背景 1
第二節 研究動機與目的 3
第二章 文獻回顧 5
第一節 開放世界遊戲 5
第二節 電玩遊戲體驗 10
第三節 景觀偏好與開放世界遊戲環境 13
第四節 遊戲環境元素 15
第五節 視覺因子 17
第三章 研究方法 19
第一節 研究流程 19
第二節 資料蒐集方法 22
第三節 訪客攝影法Visitor Employed Photography (VEP) 25
第四章 資料分析 31
第一節 資料彙整 32
第二節 開放性編碼 33
第三節 焦點編碼 37
第四節 選擇性編碼 50
第五章 理論模式討論 82
第一節 景觀空間與遊戲體驗對景觀偏好影響模式討論 82
第二節 研究限制與後續研究建議 97
參考文獻 99
附錄 106
附錄一、知情訪談同意書 106
附錄二、VEP所攝照片 107
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dc.language.isozh_TW-
dc.subject遊戲空間zh_TW
dc.subject薩爾達傳說zh_TW
dc.subject訪客攝影法zh_TW
dc.subjectVisitor Employed Photographyen
dc.subjectGame spaceen
dc.subjectThe Legend of Zeldaen
dc.title電玩遊戲景觀空間、遊戲體驗與景觀偏好之關係探討:以開放世界電玩遊戲為例zh_TW
dc.titleInvestigating the Relationship between Landscape in Video Game, Gaming Experience, and Landscape Preference: A Case Study of Open World Video Gamesen
dc.typeThesis-
dc.date.schoolyear112-1-
dc.description.degree碩士-
dc.contributor.oralexamcommittee張俊彥;歐聖榮;凃宏明zh_TW
dc.contributor.oralexamcommitteeChun-Yen Chang;Sheng-Jung Ou;Hung-Ming Tuen
dc.subject.keyword遊戲空間,薩爾達傳說,訪客攝影法,zh_TW
dc.subject.keywordGame space,The Legend of Zelda,Visitor Employed Photography,en
dc.relation.page120-
dc.identifier.doi10.6342/NTU202400445-
dc.rights.note同意授權(限校園內公開)-
dc.date.accepted2024-02-06-
dc.contributor.author-college生物資源暨農學院-
dc.contributor.author-dept園藝暨景觀學系-
dc.date.embargo-lift2024-12-25-
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