Summary: | 碩士 === 國立交通大學 === 理學院科技與數位學習學程 === 101 === Table game is increasingly prosperous in Taiwan. Because of its popu-larity, many types of table game have been digitally wrapped. This phenome-non can be seen on many digital platforms, such as PS3, XBOX, PC, and even the smartphone. One of the future trends in the development of table games will be its digitalization. Meanwhile, the understanding and teaching of digital table games have become a part of the activities of school club. However, can the digitized table game really have the same effect as the general table games, especially on the aspects of interaction and fun? This is a question that is worthy to be investigated.
Based on Albert Bandura’s (1997) idea of triadic reciprocal determinism, which suggested that there may be a mutual influence between the personal factors, behavior, and environment., this research aims to discuss the relation between the interactive strategy the frequency of use and the assessment of effectiveness of interactive strategy and the style of thinking in table game and to analyze the changes that digital table game has brought to the interac-tive strategy, the effectiveness of strategy and the fondness of table game.
This research takes the popular table game, Settlers of Catan, as case study, with numbers of students from a table game club of a junior high school as its research object. The research uses the single-group pretest-posttest experi-mental design and takes the executive, legislative and judicial styles of thinking of the players (students) as research variables to test the relation of
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interactive strategy and interaction strategy effectiveness. Besides, through the comparison between the table and digital Settlers of Catan, it examines the difference among between them in the interaction strategy choices, interaction strategy effectiveness and the fondness of game to reflect the impact of digi-talization on table game.
This research finds that the thinking style has no significant influence on the interactive strategy and the effectiveness of interactive strategies of the table game Settlers of Catan. The context of game may be the cause to the difference in the interactive strategies and effectiveness of interactive strate-gies. The comparison between the table and digital Settlers of Catan shows that, in different contexts, the players may adjust some of their interactive strategies, meanwhile the effectiveness of interaction strategy may also change accordingly. But there is no apparent difference in the fondness of game.
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