Due to the popularization of information,the traditional gaming industry has transformed from materialization to digital development.The promotion of digital games and how the gameplay enhances the entertainment of players are what many game developers need to know, but there are few related materials and studies that can be referred to.The purpose of this research is to obtain the correlation between the data analysis of the testees through the game test,as well as the feedback of the testees and the analysis of the game profit.Taking experimental method and questionnaire survey method as the main research methods,after analyzing the results,it is found that:
1.Players mainly choose various games based on the sense of entertainment.The frequency of playing online gaming games is about one week or more and the time is mainly to pass the time.The game interface is easy to operate,smooth flow,and moderate difficulty.
2.In terms of betting amount,although male players have challenging thinking,women also have the opportunity to bet higher amounts;in addition,core players will not bet more and high odds,which means that core players are cautious,while casual players will bet more high odds,because the game is purely to kill time without the pressure of playing;players with high education pursuing challenging will bet more high odds,while players below high school education are conservative.
3.In terms of the number of bets,the high odds option has a high probability of betting.Players all have the view that small bets are big.After experiments,it is found that the conditions of the various tested ethnic groups are similar.The recommendations for game game design proposed by this research result can be used as a reference application for future game design related industries.
摘要 i
ABSTRACT iii
誌謝 v
目錄 vi
表目錄 viii
圖目錄 x
第一章 緒論 1
1.1 研究動機與目的 1
1.2 研究範圍與限制 3
第二章 文獻探討 4
2.1 博弈 4
2.2 百家樂 6
2.3 玩家使用經驗與愉悅感 9
第三章 研究方法與實驗流程 13
3.1 研究方法與架構 13
3.2 用戶實驗及遊戲設計 14
3.2.1 遊戲流程介紹 15
3.2.2 傳統遊戲設計 17
3.2.3 改良版遊戲設計 18
3.2.4 投注介面 19
3.3 問卷調查 20
第四章 研究結果與討論 21
4.1 遊戲實驗分析 21
4.2 投注金額受測者分析 23
4.2.1 投注金額之玩家性別分析 23
4.2.2 投注金額依遊戲程度之玩家族群分析 27
4.2.3 投注金額依玩家教育程度分析 31
4.3 投注次數受測者分析 35
4.3.1 投注次數之玩家性別分析 35
4.3.2 投注次數依遊戲程度之玩家族群分析 39
4.3.3 投注次數依玩家教育程度分析 43
4.4 問卷分析 47
4.4.1 玩家使用習慣分析 48
4.4.2 玩家使用經驗分析 51
第五章 討論 52
5.1 投注金額與受測者關聯性 52
5.2 投注次數與受測者關聯性 54
5.3 受測者意見回饋及獲利分析 56
第六章 結論與建議 58
參考文獻 60
附件1 62
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