Summary: | 碩士 === 國立交通大學 === 資訊學院碩士在職專班資訊組 === 99 === The purpose of this study is to establish an objective assessment model of fun in game, the experimental method is based on “Valence-Arousal model" and "Flow Theory". Flow is the state in that a person puts his or her heart and soul into something, it occurs simultaneously when one reaches a high level of excitement and sense of fulfillment.
Raw data is collected with the following methods: (1) Arousal data is acquired with a sensor module built in the mouse, the module is to measure and calculate heart rate. (2) Valence data acquired by observed expression of the player's pleasure level. All data acquisition activities do not interfere with the player, they are in-activity measurements. The principle model employs a two-dimensional V-A model to give the value of fun. We draw a time-based fun curve for the assessment model of fun. In this study, we use a Flash web game for our experiment. We focus on the player's curve of fun during the game. Research hypothesis is discussed in three aspects with player's subjective feeling: (1) Number of turning on the fun curve, (2) Total fun value, (3) Level of flow experience.
The results show that all three aspects have significant positive correlation with players subjective feeling. The highest related item is the number of turning on the fun curve (r=0.447**), followed by the sum of the total fun value (r=0.325*), and level of flow experience (r=0.314*). The results show that the player's subjective feeling is related to the rhythm of challenge.
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