第五章、 創作結果分析與討論
第二節、 設計方法
小魚彷彿就真的是參與者的所有物,甚至是參與者的化身(avatar)一般,除了加 深參與者對這段互動過程的涉入感之外,更能夠引發參與者更強烈的情感體驗。
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富多元的故事發展和結果,並設法達成任務贏得遊戲的參與方式,意外的為共同 敘事帶入了電玩遊戲的特質,這是我們在初期進行創作構想時未曾料及的。
因為數位科技的使用而在產生的這種近似於電玩遊戲體驗的特質,為我們在 共同敘事創作上開啟了另一個可能性。因為當互動的過程偏向電玩遊戲的經驗時,
很可能會促使參與者啟動自己腦中的遊戲基模,並對互動過程產生一些預期心理,
並以個人過去對電玩遊戲的了解和認知來期待這段互動會如何進行,此外也帶來 了電玩遊戲中常見的沉浸體驗。因此我們在設計共同敘事的參與方式時,可以考 慮納入遊戲設計的思維,思考如何在適當的時機和環節加入一些能夠深化沉浸體 驗的獎勵誘因和特殊的遊戲機制,設法善用電玩遊戲特質所帶來的優勢,讓互動 更加好玩且欲罷不能、也讓參與者更為投入、獲得更精采獨特的互動體驗。
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慮納入遊戲設計的思維,善用遊戲中常見的機制和誘因,設法加深互動過程中的 沉浸體驗,讓互動更有趣、讓參與者更投入。
綜合以上的討論,我們可以將這些設計重點,彙整為一套共同敘事的設計方 法與流程(請見圖6-1)。主要就是將主張轉換為簡單敘事結構,並且縮短故事 進展的時間,將創意發揮的重點放在消費者參與的過程,善用數位科技,幫助故 事的經營,同時可考慮加入遊戲設計的思維,為消費者帶來更深、更廣的體驗。
第二節、未來展望
一、 共同敘事效益評估建議
未來將共同敘事概念實際運用於消費市場的行銷溝通時,若需要進行相關效 益評估,我們首先可以對裝置現場的民眾進行問卷調查或訪談,從中了解民眾在
圖6-1. 共同敘事設計方法
進行共同敘事設計時,可先將主張轉換為簡單敘事結構,縮短故事進展的時間,將創意發揮的重 點放在消費者參與的過程。善用數位科技,幫助故事細節以及消費者體驗的經營,同時可考慮加
入遊戲設計的思維,為消費者帶來更深、更廣的參與體驗。
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可以邀請線上的社群友人們一同參與互動,透過線上朋友的協助,一同完成任務 等等,透過虛實世界的互動,讓議題更廣為散播,同時也讓這段體驗與個人之間 產生更強而有力的連結。
三、 將體驗繼續延伸至生活之中
在本創作中,主要經營的是消費者在裝置所在現場與之互動所獲得的各種體 驗,但「行為」層面的體驗所指的是為了追求自己所想望的結果而改變行為或長 久以來的生活模式或習慣,用以展現他們的意見、立場、觀點和企圖,這一類型 的體驗較難在短時間內立即獲得,而我們目前的創作構想僅止於透過手機內建行 事曆的提醒,在消費者的生活中持續提醒這件事的重要性,因此,如何延伸互動 參與的時長,讓消費者離開裝置後,仍能不斷投入其中,持續對議題高度涉入,
並對消費者個人的觀點或行為造成較長遠的影響,仍有其值得思考和發揮的空 間。例如:可以讓消費者將自己的小魚放到手機裡帶回家養,並設計合適的操作 機制與互動方式,讓每個人都可以依照個人的喜好和意願控制和規劃手機中小魚 生存空間,甚至可以相互交流、分享彼此的經營結果,讓體驗不局限於與裝置進 行互動的當下,延伸至消費者的生活之中。
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