Exploring the Motivation of the Players in Real Escape Room with User Experience

碩士 === 國立雲林科技大學 === 資訊管理系 === 107 === The study includes 6 real escape rooms, with a total of 13 research subjects, and concludes the results of research in two directions. Firstly, based on the results of each tool, the researcher regroups the players into five types. Secondly, through the action r...

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Bibliographic Details
Main Authors: SU, WEI-TING, 蘇煒婷
Other Authors: HSU, JIH-SHIH
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/h99g5y
Description
Summary:碩士 === 國立雲林科技大學 === 資訊管理系 === 107 === The study includes 6 real escape rooms, with a total of 13 research subjects, and concludes the results of research in two directions. Firstly, based on the results of each tool, the researcher regroups the players into five types. Secondly, through the action research method and using tools of user experience - Empathy Map, Customer Journey Map, and Persona, the researcher infers the tool selection and process improvement which might be suitable in the Real Escape Room industry. As a company, in the case of consumers, it must be able to meet some certain needs of consumers, especially to the leisure industry, entertainment industry, or cultural and creative industry, their offers shall meet a certain purpose or deeper psychological needs. This research is aimed at this type of industry, especially to the Real Escape Room that has just flourished around the world, and to explore the motivations of players of Real Escape Room. The research results would profit to those as follows: Firstly, through the results, Real Escape Room studios can confirm the market positioning and make market segmentation, and can create a game theme that can better meet the needs of consumers. Moreover, before a new studio enters into this field, it can also use the results as a reference for market positioning. Secondly, it can provide empirical research cases of user experience tools.