A Study on the Demand of Office Game Design

碩士 === 國立臺北科技大學 === 創新設計研究所 === 99 === In recent years, the social phenomenon of low birth rate, resulting in children toy market shrinking day by day, causes the transformation of the toy market; All the major toy manufacturers have to transfer their market to adult workers who with strong auto...

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Bibliographic Details
Main Authors: Wei-Sheng Shen, 沈葦聖
Other Authors: Tien-Li Chen
Format: Others
Language:zh-TW
Published: 2011
Online Access:http://ndltd.ncl.edu.tw/handle/74z24e
Description
Summary:碩士 === 國立臺北科技大學 === 創新設計研究所 === 99 === In recent years, the social phenomenon of low birth rate, resulting in children toy market shrinking day by day, causes the transformation of the toy market; All the major toy manufacturers have to transfer their market to adult workers who with strong autonomous spending powers; Therefore the theory of this study is to do in-depth game discussion to discover the design needs for the office game product in the market of office workers. For the design basis of office game product, the methodological process of this study, firstly is through the research of the literature study on the development of game history to summarize the context, content, and problem, secondly is through the depth interview with office workers for the discussion of their needs on office game product, and finally is through the questionnaire investigation to verify the analysis. The study is deconstruct from the grounded theory which are through the research from the transcripts of interview with 24 office workers; there are 34 demand factors and eight dimensions in office game product; thereafter to apply the demand factors with office workers Games AIO scale to draw up the structural expert questionnaire survey, and then used the revised questionnaire to conduct the survey in office workers market in Taiwan., the result of the survey found that: Office workers can be divided into six different lifestyle groups, respectively, as "optimism," " pop pleasure, "" the pursuit of taste, "" self-contained stable "," professional and pragmatic "," Traditional Home "; the degree of emphasis needs are differentiated from ethnic groups; in different demographic variables of the office workers, male are more emphasis on "model" and "Video games", women are more seriously on, "loading food", "massage" and "cute"; the married office workers are more emphasis on "sport", "puzzle" and "assembly" demand factor; group with age under 30 years old are more emphasis on "trick game" needs factor than the other age; group with high school (vocational) education are pay more attention to "music" and "practical" needs factor, group with the institute are more emphasis on "massage" demand factor; technique or services industry are more emphasis on "achievement" demand factor.