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    題名: 以腦波儀測量手機遊戲之認知玩興
    其他題名: An EEG study of the perceived playfulness in playing mobile game
    作者: 溫樺;Wen, Hua
    貢獻者: 淡江大學資訊管理學系碩士班
    吳錦波
    關鍵詞: 認知玩興;腦波;手機遊戲;Perceived Playfulness;electroencephalogram;EEG;Mobile Game
    日期: 2013
    上傳時間: 2013-04-13 11:35:56 (UTC+8)
    摘要: 認知玩興是一種感官深度的享受,認知玩興的研究大多是人機介面或網路使用的研究,關於手機遊戲的認知玩興研究目前不多。而腦波的研究是近年比較新興的一項研究,許多學者紛紛使用先進的電子測量儀器進行實驗,本研究利用先進的電子測量儀器-腦波儀測量使用者使用手機遊戲的腦波,並在遊戲實驗後填寫認知玩興量表,以了解使用者在遊戲過程中腦波的變化,以及遊戲實驗後使用者在手機遊戲的認知玩興對使用態度的情形。

    本研究使用實驗室實驗法,使用腦波儀測量使用者使用手機遊戲的腦波差異,並與認知玩興整合衡量。研究結果發現,不同性別使用手機遊戲,其大腦β波會有所差異,而女性在使用手機遊戲,大腦β波明顯高於男性。不同熱門度手機遊戲,其大腦β波會有所差異,手機遊戲的熱門度提高,大腦β波會有所提高。不同經驗的使用者使用手機遊戲,大腦β波也會有所差異,且有經驗的使用者使用手機遊戲,大腦β波明顯高於沒有經驗的使用者。此外在認知玩興對使用態度的關係上,不同性別在手機遊戲的認知玩興對使用態度的正向關係達到顯著;而不同熱門度的手機遊戲,認知玩興對使用態度的正向關係亦達到顯著。
    Perceived playfulness is a sensory-depth enjoyment. It has mostly applied in the research of man-machine interface or Web browsing. But there is a lack of study in mobile game. The brain waves study has recently emerged, many researchers have applied advanced electronic measurement devices to experiment. Thus, this study is to understand user’s brain-waves change, by utilizing electroencephalogram (EEG) to detect user’s brain waves while playing mobile game. And a self-report perceived playfulness scale is also administered to users after playing the game with an aim to understand the impacts of user’s perceived playfulness on the user’s attitude towards mobile game.

    This research employs laboratory experiment to examine the differences in brain waves measured with the EEG and the impacts with perceived playfulness scale. The results show that there are differences in β waves between male and female subjects. Female have higher β waves than male in playing mobile game. Also there are differences in β waves in playing mobile games with different popularity. The higher the popularity, the higher the β waves. Subjects with different experiences in playing mobile have also resulted in different β waves. Experienced users have significantly higher β wave than less inexperienced users. In addition, perceived playfulness has impacts on the attitude towards usage, and gender and game popularity have moderating effects towards usage attitude.
    顯示於類別:[資訊管理學系暨研究所] 學位論文

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