中文题名: | 设备形态对 MOBA 游戏体验和沉浸感影响的研究 |
姓名: | |
保密级别: | 公开 |
论文语种: | chi |
学科代码: | 050304 |
学科专业: | |
学生类型: | 学士 |
学位: | 文学学士 |
学位年度: | 2023 |
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学院: | |
第一导师姓名: | |
第一导师单位: | |
提交日期: | 2023-06-12 |
答辩日期: | 2023-05-17 |
外文题名: | Research on the influence of Electronic device form on MOBA game experience and Immersiveness |
中文关键词: | |
外文关键词: | New Media ; Modality ; MOBA ; Computer Game ; Game ; Immersiveness |
中文摘要: |
最近,新媒体游戏的发展对玩电脑游戏所具有的高度沉浸感和界面表现 出极大的影响。在用户界面与在游戏上的沉浸感,通过相互作用的媒体游戏 通过用户一般被用作电脑、手机,这些的设备形态。因此,本论文是研究在以韩国人为对象常用以游戏类型之一的“MOBA”类型游戏为基础, 用户在游戏界面中可以指出玩游戏的时候用户如何购买装备行为。 特别是电脑游戏的沉浸感基本上以用户界面为基础, 还与游戏用户购买 游戏内道具的行为相联系。本论文为了掌握 2 个独立变量的 3 个从属变量的 "MOBA"游戏投入度和游戏内道具购买意图的因果关系, 利用 SPSS 统计程 序进行了正负相关性分析。 新媒体的电脑游戏中以“MOBA”类似列举研究, 玩“MOBA”游戏的韩国用户已经通过基于游戏界面的影响, 考察了在电脑上和在手机上玩 “MOBA”游戏沉浸感有如何差异与游戏内装备购买行为有正向相关关系, 分为两个变量, 导出了社会真实感、物理真实感 2 个特性, 在新媒体领域的解释。 |
外文摘要: |
Recently, the development of new media games has shown a great impact on the high level of immersion and interface that playing computer games has. The user interface and the immersion on the game through the interaction of media games through the user is generally used as a computer, smart phone, and these Modality. Therefore, this thesis is a study on how users can point out how to buy equipment behavior when playing games in the game interface based on the game genre "MOBA", which is commonly used by Koreans. In particular, the immersion of computer games is based on the user interface, which is also linked to the user's behavior of purchasing in-game props. It also makes analysis with SPSS statistical program was used to analyze the causal relationship between "MOBA" game immersion and intent to purchase in-game props for three dependent variables of two independent variables. A similar study was conducted for "MOBA" among computer games in new media, and users who play "MOBA" games have examined how immersion in "MOBA" games on computers and on cell phones is affected by the game interface. "MOBA" game immersion has been examined through the influence of the game interface based on the explanation of how the difference in game immersion has a positive correlation with in-game equipment purchasing behavior in the new media domain. |
参考文献总数: | 20 |
馆藏号: | 本050304/23058 |
开放日期: | 2024-06-12 |