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研究生: 王仟星
Chian-Shing Wang
論文名稱: 旁白情境與遊戲經驗對「觀看第一人稱視角遊戲實況影片」產生之沈浸感與動暈症之影響
The effects of narratives and game experience on presence and motion sickness of viewers while watching game streaming from first-person perspectives
指導教授: 林承哲
Cheng-Jhe Lin
口試委員: 林承哲
Cheng-Jhe Lin
林久翔
Chiu-Hsiang Lin
黃瀅瑛
Ying-Yin Huang
學位類別: 碩士
Master
系所名稱: 管理學院 - 工業管理系
Department of Industrial Management
論文出版年: 2023
畢業學年度: 112
語文別: 中文
論文頁數: 60
中文關鍵詞: 動暈症沈浸感遊戲實況旁白情境
外文關鍵詞: Motion Sickness, Presence, Narratives
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  • 近年來,由於網路串流平台的興起以及全球新冠肺炎疫情的影響,遊戲實況產業的熱度持續上升,更因為市場的擴大以及高度的競爭性,發展出多樣化的遊戲實況風格。其中,遊戲帶看為一種著重觀眾觀看體驗的遊戲實況風格,遊戲帶看不以展現實況主的特殊玩法或通關技巧為目的,而是以讓觀眾能夠理解並體驗遊戲內容為主,並期望能給予觀眾好的沈浸感體驗。然而觀看遊戲實況時,動暈症是潛在風險,根據本研究前期的調查發現,有 70%的觀眾曾在觀看遊戲實況時經歷動暈症。過去許多研究指出動暈症的嚴重程度與沈浸感呈現負相關,並且豐富的旁白情境可以提升沈浸感;然而大多數研究的情境為虛擬實境遊戲,並且研究對象多為玩家而非遊戲實況觀眾。本研究透過操弄旁白情境,調查豐富旁白情境是否能提升觀眾在觀看遊戲實況時的沈浸感體驗,並基於沈浸感與動暈症為負相關的前提,希望能夠藉由沉浸感的提升使動暈症的嚴重程度下降,並進一步瞭解動暈症與沈浸感之間複雜的交互作用機制。研究結果顯示,豐富旁白情境能夠顯著提升建構沈浸感因子之一的感官因子分數,並且顯著降低動暈症症狀中屬於噁心類型的症狀,但未得到沈浸感與動暈症互為負相關的證據。對於未來進行遊戲帶看的實況主,建議能夠透過調整口述內容豐富度、說話的時機、以及遊戲實況的時間長度來減少觀眾在觀看遊戲實況影片時可能經歷動暈症症狀的風險。


    In recent years, due to the rise of streaming platforms and the global impact of the COVID-19 pandemic, the game streaming industry has been getting more and more popular. In response to the expanding market and high competition between the streamers, diverse styles of game streaming have emerged. "Game Guiding" stands out as a genre that strongly emphasizes providing viewers with a high presence experience, aiming to offer a satisfying watching experience. However, a potential risk associated with watching game streaming is motion sickness. According to preliminary research findings, 70% of game-streaming viewers have reported experiencing symptoms of motion sickness. Previous studies have suggested a negative correlation between motion sickness and presence, and the enriched narratives can enhance presence. However, most of these studies were conducted in playing virtual reality games, and the subjects
    were often gamers who had a certain degree of control within the virtual world instead of viewers. Therefore, this study aimed to enhance the presence of viewers when watching Game Guiding by manipulating the narrative context. Based on the assumption that presence and motion sickness are negatively correlated, enriched narratives would improve presence and in turn, reduce motion sickness. A deeper understanding of the complex interaction mechanisms between motion sickness and presence could also be obtained from the experimentation. According to the results, the study found that the enriched narratives significantly increased scores in sensory factor scores, which is a contributing factor of presence. Moreover, enriched narratives significantly reduced the nausea scores which is a type of symptom of motion sickness. However, evidence was not found supporting a negative correlation between presence and motion sickness. For future streamers in Game Guiding, it is advised to reduce the risk of motion sickness of viewers by adjusting the
    richness in narrative context, the timing of narrative intervention, and the duration of the Game Guiding.

    摘要 4 ABSTRACT 5 誌謝 6 第一章 緒論 9 1.1 研究背景與動機 9 1.1.1 遊戲實況產業的興起 9 1.1.2 觀看遊戲實況的潛在風險 9 1.1.3 遊戲帶看與沈浸感 10 1.1.4 動暈症與沈浸感 10 1.1.5 近年動暈症 研究情境高度集中於虛擬實境(Virtual Reality)與玩家 11 1.1.6 過去的遊戲經驗以及動暈症 11 1.2 研究目的 12 第二章 文獻探討 13 2.1 動暈症與沈浸感 13 2.1.1 動暈症 13 2.1.2 沈浸感 13 2.1.3 沈浸感與動暈症 14 2.2 旁白情境、沈浸感、與動暈症之研究 15 2.3 沈浸感與動暈症的測量 16 2.3.1 沈浸感的測量 16 2.3.2 動暈症的測量 17 2.4 生理訊號測量 17 2.5 過去遊戲經驗 18 第三章 研究方法 19 3.1 實驗任務與流程 19 3.1.1 實驗任務 19 3.1.2 實驗流程 19 3.2 受試者特性 20 3.3 實驗設計 21 3.3.1 自變項 22 3.4 實驗指標與量測 23 3.4.1 實驗指標 23 3.4.2 反應時間的量測方法 25 3.5 實驗環境與設備 29 3.6 實驗材料 31 3.6.1 反應時間前測影片錄製 31 3.6.2 遊戲實況影片錄製 32 第四章 實驗結果 33 4.1 沈浸感分數統計結果 33 4.2 動暈症分數統計結果 35 4.3 動暈症與沈浸感的相關性 37 4.4 視覺刺激反應時間與聽覺刺激反應時間 38 4.5 皮膚電阻與心率 39 4.6 遊戲細節問卷結果 40 4.7 動暈症問卷與沈浸感問卷敘述性統計結果 41 4.7.1 動暈症問卷(SSQ)結果 41 4.7.2 沈浸感問卷(PQ)結果 41 第五章 結論與建議 42 5.1 結果與討論 42 5.1.1 旁白情境與沈浸感結果討論 42 5.1.2 旁白情境與動暈症結果討論 43 5.1.3 沈浸感與動暈症結果討論 43 5.1.4 過去遊戲經驗結果討論 44 5.2 研究限制與建議 44 5.3 研究貢獻 44 參考文獻 46 附錄 49

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