Summary: | 碩士 === 南台科技大學 === 多媒體與電腦娛樂科學系 === 102 === Action games are the generally preferred game genre of players in the oriental and
western world because this kind of game can proceed smoothly without the need to
spend too much time and effort. As the game progresses, a variety of pitfalls,
formidable enemies, and difficulty levels give players a considerable sense of
accomplishment. Since action games have the simplest game architecture and are
easiest to play, and single-player computer games are the easiest game mode to analyze,
consequently, this study investigated the essential factors of recent popular single-player
3D fighting action games and the emotional reactions of players after their gaming
experience.
This study is divided into two stages. In the first stage, content analysis was used to
investigate the essential factors in single-player 3D fighting action games. First, data
from questionnaires filled out by players on well-known video game websites were
collected and compiled. The results show that “refreshing” obtained the highest rank
either in quantity or on average; “game screen” and “music”, which ranked second and
third respectively, also garnered more than half of the average value. These three
components should be seen as the key factors why players prefer single-player 3D
fighting action games. In the second stage, experimental method and interviews were
used to understand whether different players hold different opinions about single-player
fighting games and the degree of acceptance of violence in fighting games, as well as
after game experience and emotion. The results show that subjects who often play
action games obviously have more abundant changes in expression and emotionally
responsive wording. Most subjects think that these games are interesting and
challenging, helps them relieve stress, and tend to be exciting. As for the question about
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repeated QTE action making players feel uninterested, the subjects have varying views
on this matter. They consider that the boss level intervals do not put pressure on players,
mainly due to the consistency of the game and uninterrupted mood flow.
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