The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example
碩士 === 國立政治大學 === 廣告研究所 === 103 === In this digital marketing generation, the pervasive games which connected the game world with the reality by ubiquitous computing or digital medias get more and more attentions as a method for marketing. However, there are still not specific design theories or m...
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ndltd-TW-103NCCU54710032019-05-15T22:17:23Z http://ndltd.ncl.edu.tw/handle/6dra3a The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example 隨境遊戲的理論與創作:以推廣流浪動物TNR為題 Tai, Kuo Yu 戴國祐 碩士 國立政治大學 廣告研究所 103 In this digital marketing generation, the pervasive games which connected the game world with the reality by ubiquitous computing or digital medias get more and more attentions as a method for marketing. However, there are still not specific design theories or methods of the pervasive games. For that I developed two models that can be used to design the pervasive game: pervasive game model and liminal model by the collections of concerned theories and studies. By the pervasive game model and the liminal model, I created a pervasive game which is about promoting TNR-—Trap paw. In the Trap paw, players can find clues in a wide range of ways and in the different scenario out of their imagines. Qualitative interview is adopted as a research method and I interviewed six people to look for the feedbacks and suggestions about the game. Combined with the outcomes of interviews and my personal experience, I modified parts of the game. In the end, I give some suggestions about creating a pervasive game by using these two models. After completing the game, I find out that the two models are not only stable as the foundation stones of the pervasive games, but they can be applied widely. No further modifications are needed. However, when applying the pervasive game model to the field of promoting campaign, there are three suggestions: (1) begin with the space expansion (2) try to make some visible or tangible magic circles (3) through some gaming ceremonies. As for using liminal model to developing a game, I suggest that “contingent events” can be used to be an active factor to reverse individuals from telic state into paratelic state and concerning “frustration” and “satiation” to be factors to define whether an individual is in the paratelic states. Through these kinds of thinking, game might contact to the target audience in the right time and space. In this way, it’s easier for them to embrace the game and become real players. 吳岳剛 學位論文 ; thesis 99 zh-TW |
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碩士 === 國立政治大學 === 廣告研究所 === 103 === In this digital marketing generation, the pervasive games which connected the game world with the reality by ubiquitous computing or digital medias get more and more attentions as a method for marketing. However, there are still not specific design theories or methods of the pervasive games. For that I developed two models that can be used to design the pervasive game: pervasive game model and liminal model by the collections of concerned theories and studies.
By the pervasive game model and the liminal model, I created a pervasive game which is about promoting TNR-—Trap paw. In the Trap paw, players can find clues in a wide range of ways and in the different scenario out of their imagines. Qualitative interview is adopted as a research method and I interviewed six people to look for the feedbacks and suggestions about the game. Combined with the outcomes of interviews and my personal experience, I modified parts of the game. In the end, I give some suggestions about creating a pervasive game by using these two models.
After completing the game, I find out that the two models are not only stable as the foundation stones of the pervasive games, but they can be applied widely. No further modifications are needed. However, when applying the pervasive game model to the field of promoting campaign, there are three suggestions: (1) begin with the space expansion (2) try to make some visible or tangible magic circles (3) through some gaming ceremonies. As for using liminal model to developing a game, I suggest that “contingent events” can be used to be an active factor to reverse individuals from telic state into paratelic state and concerning “frustration” and “satiation” to be factors to define whether an individual is in the paratelic states. Through these kinds of thinking, game might contact to the target audience in the right time and space. In this way, it’s easier for them to embrace the game and become real players.
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author2 |
吳岳剛 |
author_facet |
吳岳剛 Tai, Kuo Yu 戴國祐 |
author |
Tai, Kuo Yu 戴國祐 |
spellingShingle |
Tai, Kuo Yu 戴國祐 The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example |
author_sort |
Tai, Kuo Yu |
title |
The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example |
title_short |
The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example |
title_full |
The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example |
title_fullStr |
The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example |
title_full_unstemmed |
The Theory and Implementation of Pervasive Games: Promoting Stray Animals TNR as an Example |
title_sort |
theory and implementation of pervasive games: promoting stray animals tnr as an example |
url |
http://ndltd.ncl.edu.tw/handle/6dra3a |
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