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從玩家涉入程度探討行動裝置遊戲設計的魅力因素

出版社
出版日期
2017
閱讀格式
PDF
書籍分類
學科分類
ISBN
9789860531152

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  • 中文摘要
  • ABSTRACT
  • TABLE OF CONTENTS
  • LIST OF TABLES
  • LIST OF FIGURES
  • CHAPTER 1. INTRODUCTION
    • 1.1. RESEARCH BACKGROUND AND MOTIVATION
      • 1.1.1. The Rise of the Game Industry
      • 1.1.2. The Booming Market of Mobile Games
    • 1.2. RESEARCH PURPOSE
    • 1.3. DEFINITIONS OF TERMS
      • 1.3.1. Gaming Platform
      • 1.3.2. Game Genre
      • 1.3.3. Casual Games
      • 1.3.4. APP
      • 1.3.5. Niche Market
      • 1.3.6. Involvement
      • 1.3.7. Attractiveness Factors
    • 1.4. RESEARCH SCOPE AND LIMITATION
    • 1.5. ORGANIZATION OF THE DISSERTATION
    • 1.6. RESEARCH FLOW CHART
  • CHAPTER 2. LITERATURE REVIEW
    • 2.1. THE DEVELOPMENT OF CASUAL GAMES
      • 2.1.1. The History of Casual Game
      • 2.1.2. Composition of Casual Gamers
      • 2.1.3. Common Characteristics of Casual Games
    • 2.2. THE CHARACTERISTICS OF GAME APPS
      • 2.2.1. Technologies of game APPs
      • 2.2.2. The Reasons of Using Game APPs
      • 2.2.3. Game producers’ points of view
    • 2.3. INVOLVEMENT
      • 2.3.1. The definition of involvement
      • 2.3.2. Measurement of various dimensions of involvement
      • 2.3.3. Summary
    • 2.4. STUDIES REGARDING THE ATTRACTIVENESS FACTORS OF GAMES.
      • 2.4.1. Studying Gamers’ Satisfaction through Evaluations of User Interfaces.
      • 2.4.2. Studying the Reasons of Gamers’ Enthusiasm through Their Emotions or Satisfaction
    • 2.5. MIRYOKU ENGINEERING AND EVALUATION GRID METHOD
      • 2.5.1. The Origin of Miryoku Engineering
      • 2.5.2. Evaluation Grid Method
      • 2.5.3 Applications of Miryoku Engineering
    • 2.6. CONCLUSION OF LITERATURE REVIEWS
  • CHAPTER 3. INVESTIGATING PARKOUR GAMES ON MOBILE DEVICES
    • 3.1. DESIGN CONCEPT OF PARKOUR GAMES
    • 3.2. SAMPLE COLLECTION AND IN-DEPTH INTERVIEWS OF PARKOUR GAMES
    • 3.3. THE EGM DIAGRAM AND DIMENSIONS OF THE ATTRACTIVENESS FACTORS FROM PARKOUR GAMES
    • 3.4. QUESTIONNAIRE SURVEY AND STATISTICAL ANALYSIS OF PARKOUR GAMES
      • 3.4.1. General Statistical Analysis
      • 3.4.2. Analysis of Player Involvement
      • 3.4.3. Analysis of Cognitive Differences among Groups of Different Involvement to 49 Concrete Attractiveness Factors
      • 3.4.4. Analysis of Attractiveness Factors which Different Groups are Concerned about in Every Dimension
  • CHAPTER 4. INVESTIGATING TILE-MATCHING GAMES ON MOBILE DEVICES
    • 4.1. DEVELOPMENT OF TILE-MATCHING GAMES
    • 4.2. SAMPLE COLLECTION AND IN-DEPTH INTERVIEWS OF TILE-MATCHING GAMES
    • 4.3. THE EGM DIAGRAM AND DIMENSIONS OF THE ATTRACTIVENESS FACTORS FROM TILEMATCHING GAMES
    • 4.4. QUESTIONNAIRE SURVEY AND STATISTICAL ANALYSIS OF TILE-MATCHING GAMES
      • 4.4.1. General Statistical Analysis
      • 4.4.2. Analysis of Player Involvement
      • 4.4.3. Analysis of Cognitive Differences among Groups of Different Involvement to 40 Concrete Attractiveness Factors
      • 4.4.4. Analysis of Attractiveness Factors which Different Groups are Concerned about in Every Dimension
  • CHAPTER 5. INVESTIGATING POKÉMON GO ON MOBILE DEVICES
    • 5.1. INTRODUCTION OF POKÉMON GO
      • 5.1.1 History of Pokémon GO
      • 5.1.2. Mobile Game Design of Pokémon Go
      • 5.1.3. Features of Pokémon Go
      • 5.1.4. Summary
    • 5.2. IN-DEPTH INTERVIEWS WITH FAMILIAR USERS OF THE GAME
    • 5.3. THE EGM DIAGRAM AND DIMENSIONS OF ATTRACTIVENESS FACTORS FROM POKÉMON GO
    • 5.4. QUESTIONNAIRE SURVEY AND STATISTICAL ANALYSIS OF POKÉMON GO
      • 5.4.1. General Statistical Analysis
      • 5.4.2. Analysis of Player Involvement
      • 5.4.3. Analysis of Cognitive Differences among Groups of Different Involvement to 38 Concrete Attractiveness Factors
      • 5.4.4. Analysis of Attractiveness Factors which Different Groups are Concerned about in Every Dimension
  • CHAPTER 6. COMPARISON AND DISCUSSION
    • 6.1. THE FEATURES OF PARKOUR GAMES ON MOBILE DEVICES
    • 6.2. THE FEATURES OF TILE-MATCHING GAMES ON MOBILE DEVICES
    • 6.3. THE FEATURES OF POKÉMON GO ON MOBILE DEVICES
    • 6.4. THE COMPARISON AND DISCUSSION OF THREE MOBILE GAMES
  • CHAPTER 7. CONCLUSIONS AND SUGGESTIONS
    • 7.1. THE ATTRACTIVENESS FACTORS OF PARKOUR GAMES ON MOBILE DEVICES
    • 7.2. THE ATTRACTIVENESS FACTORS OF TILE-MATCHING GAMES ON MOBILE DEVICES
    • 7.3. THE ATTRACTIVENESS FACTORS OF POKÉMON GO ON MOBILE DEVICES
    • 7.4. RESEARCH SUGGESTIONS
  • REFERENCE
  • APPENDIX
    • APPENDIX 1. QUESTIONNAIRE FOR PARKOUR GAMES ON MOBILE DEVICES
    • APPENDIX 2. QUESTIONNAIRE FOR TILE-MATCHING GAMES ON MOBILE DEVICES
    • APPENDIX 3. QUESTIONNAIRE FOR POKÉMON GO ON MOBILE DEVICES

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