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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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
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spelling ndltd-TW-107YUNT03960092019-05-16T01:40:46Z http://ndltd.ncl.edu.tw/handle/h99g5y Exploring the Motivation of the Players in Real Escape Room with User Experience 以使用者經驗探討實境密室逃脫玩家動機 SU, WEI-TING 蘇煒婷 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. HSU, JIH-SHIH 徐濟世 2019 學位論文 ; thesis 98 zh-TW
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description 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.
author2 HSU, JIH-SHIH
author_facet HSU, JIH-SHIH
SU, WEI-TING
蘇煒婷
author SU, WEI-TING
蘇煒婷
spellingShingle SU, WEI-TING
蘇煒婷
Exploring the Motivation of the Players in Real Escape Room with User Experience
author_sort SU, WEI-TING
title Exploring the Motivation of the Players in Real Escape Room with User Experience
title_short Exploring the Motivation of the Players in Real Escape Room with User Experience
title_full Exploring the Motivation of the Players in Real Escape Room with User Experience
title_fullStr Exploring the Motivation of the Players in Real Escape Room with User Experience
title_full_unstemmed Exploring the Motivation of the Players in Real Escape Room with User Experience
title_sort exploring the motivation of the players in real escape room with user experience
publishDate 2019
url http://ndltd.ncl.edu.tw/handle/h99g5y
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