Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality

碩士 === 國立成功大學 === 創意產業設計研究所 === 107 === Boardgames, Monopoly, Stratego, Pandemic, D&D, have been well-established in the Global market. Monopoly and Dungeons and Dragons existed for decades, having kept the loyalty of consumers with entertainment and trust. Both Monopoly and Dungeons and Dragons dem...

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Main Authors: BrittanyMayne, 梅曼麗
Other Authors: Shyhnan Liou
Format: Others
Language:en_US
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/4j9vmx
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spelling ndltd-TW-107NCKU57850152019-10-26T06:24:15Z http://ndltd.ncl.edu.tw/handle/4j9vmx Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality 超越遊戲的行為: 桌上型遊戲與使用者個性之遊戲化研究 BrittanyMayne 梅曼麗 碩士 國立成功大學 創意產業設計研究所 107 Boardgames, Monopoly, Stratego, Pandemic, D&D, have been well-established in the Global market. Monopoly and Dungeons and Dragons existed for decades, having kept the loyalty of consumers with entertainment and trust. Both Monopoly and Dungeons and Dragons demonstration intrinsic and extrinsic game-element. Monopolies extrinsic game-mechanic focus on strategizing and consequences. Dungeons and Dragons D&D is a roleplaying tabletop boardgame with social and creative game-elements. Both games have gained notoriety for their strong influence in social and cognitive engagement among users. Monopoly and D&D have found multiple success in the education field, the game-elements used as resource for education. Teachers use the online community to support other educators to find different teaching methods. Online website, TeachingWithDnD, and BoardgameGeeks are some of the platforms connect educators in support of boardgames as educational resource. The Octalysis Gamification Framework game-elements and techniques can be analyzed. Gamification uses intrinsic and extrinsic elements to encourage engagement and interaction with a products or services. Scoreboards, achievement-point, and level-up are common game-elements often used as motivation to keep player engaged. The research also aims to identify specific game-elements educators are motivated to use a resource for their student. Users personality are compared with their interest of game-mechanic are used to identify the community necessity of the game. Shyhnan Liou 劉世南 2019 學位論文 ; thesis 175 en_US
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description 碩士 === 國立成功大學 === 創意產業設計研究所 === 107 === Boardgames, Monopoly, Stratego, Pandemic, D&D, have been well-established in the Global market. Monopoly and Dungeons and Dragons existed for decades, having kept the loyalty of consumers with entertainment and trust. Both Monopoly and Dungeons and Dragons demonstration intrinsic and extrinsic game-element. Monopolies extrinsic game-mechanic focus on strategizing and consequences. Dungeons and Dragons D&D is a roleplaying tabletop boardgame with social and creative game-elements. Both games have gained notoriety for their strong influence in social and cognitive engagement among users. Monopoly and D&D have found multiple success in the education field, the game-elements used as resource for education. Teachers use the online community to support other educators to find different teaching methods. Online website, TeachingWithDnD, and BoardgameGeeks are some of the platforms connect educators in support of boardgames as educational resource. The Octalysis Gamification Framework game-elements and techniques can be analyzed. Gamification uses intrinsic and extrinsic elements to encourage engagement and interaction with a products or services. Scoreboards, achievement-point, and level-up are common game-elements often used as motivation to keep player engaged. The research also aims to identify specific game-elements educators are motivated to use a resource for their student. Users personality are compared with their interest of game-mechanic are used to identify the community necessity of the game.
author2 Shyhnan Liou
author_facet Shyhnan Liou
BrittanyMayne
梅曼麗
author BrittanyMayne
梅曼麗
spellingShingle BrittanyMayne
梅曼麗
Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality
author_sort BrittanyMayne
title Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality
title_short Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality
title_full Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality
title_fullStr Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality
title_full_unstemmed Beyond the Behavior of Play: Gamification Study on Boardgame Design and User Personality
title_sort beyond the behavior of play: gamification study on boardgame design and user personality
publishDate 2019
url http://ndltd.ncl.edu.tw/handle/4j9vmx
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