• 沒有找到結果。

就未來的遊戲設計趨勢而言,邁向性別中立的遊戲空間,是一個值得努力的方向,

一個好的遊戲應該可以同時吸引男性及女性玩家,就如Jenkins(2007)所說,在設計數位 遊戲的空間時,不要讓女孩就只做些縫綴洋娃娃的衣服,展現母性,或者是為朋友痛苦 療傷的動作;至於男孩,則不要讓他們老是與蠻人大戰而已。想要設計出一種能為男孩 和女孩提供共有遊戲空間的電玩,可想而知,是非常困難和充滿挑戰的,要創造出這樣 一個性別中立的空間,就意味著不只要把電玩遊戲的特性重新加以設計,可能也得去重 新設計社會的特性才行。不過女孩電玩市場既然已經穩當了,我們的挑戰就是必須找出 法子來超越現有的範疇,以便再度發明新種類的遊戲空間(Jenkins,2007)。Wii改變以往 傳統電視遊樂器的內容訴求,提出了一個性別中立的題材,這對創造一個同時吸引男性 及女性的電玩遊戲空間而言,不失為一個突破的起點,可以提供其它遊戲設計者參考,

以期能建立更多女性的電玩遊戲正向經驗,並培養女性對科技能力的自信心與自在感,

進而縮短性別中的數位落差。

5.3 對未來研究的建議

本研究欲分析不同年齡層女性,玩電玩遊戲的動機以及對電玩遊戲的觀感是否會受 到Wii 遊戲機問世的影響,故除了比較 Wii 與 GXP 兩組間的動機及觀感差異外,也比 較Wii 組內不同年齡層的差異,但由於 GXP 組中,各年齡層的人數過於懸殊,因此未 對GXP 組內進行各年齡層的差異性檢定,未來若能克服取樣問題,可以進一步比較 GXP 組內,不同年齡層女性的動機及觀感差異,來和Wii 組做對照,如此,能夠提供更多訊 息,了解不同年齡層的女性對電玩遊戲的動機及觀感差異。

另外,本研究僅探討 Wii 遊戲機對「女性」的影響,由於 Wii 在遊戲內容上的突破,

中性的運動題材,不只吸引女性,對原本就屬於核心玩家的族群-男性,是否也會造成 一些動機及觀感上的影響,也是可以再深入研究的問題。

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附錄 女性參與電玩遊戲概況調查問卷

指導教授:孫春在教授 編製者:陳芊君 您好:

首先感謝您的熱心協助填寫這份問卷,這份問卷是想要了解女性參與電玩遊戲的概 況。請您依實際狀況作答,您的回答將只做為學術用途使用,並且絕對保密。最後提醒 您,不要遺漏任何一個題目,萬分感謝您的配合。

國立交通大學理學院 碩士在職專班應用科技組 研究生:陳芊君敬上 1. 請問您目前的年齡是?

□ 12~20 歲 □ 21~30 歲 □ 31~40 歲

□ 41~50 歲 □ 51~60 歲 □ 61 歲以上 2. 請問您個人有沒有玩過電腦遊戲或電視遊樂器的經驗?(請勾選一種情況) □ 我只玩過電腦遊戲【請接第3題、第13題】

□ 我只玩過電視遊樂器【請接第 4~13 題】

□ 我玩過電腦遊戲,也玩過電視遊樂器【請接第3~13題】

□ 我從來沒有玩過任何電腦遊戲或電視遊樂器 【請接第13題】

3. 請問您玩過哪些類型的電腦遊戲呢?(請勾選下列遊戲類型;可複選)

□ 單機遊戲 □ 線上遊戲

4. 請問您玩過哪些類型的電視遊樂器呢?(請勾選下列遊戲類型;可複選)

□ Wii

□ 任天堂【FC、SFC、N64(Nintendo 64)、GC(GameCube)】

□ SONY【PS、PS2、PS3】

□ 微軟【Xbox、Xbox 2、Xbox 360】

5. 請問到您最常玩的是哪一種電視遊樂器?(單選)

□ Wii

□ 任天堂【FC、SFC、N64(Nintendo 64)、GC(GameCube)】

□ SONY【PS、PS2、PS3】

□ 微軟【Xbox、Xbox 2、Xbox 360】

6.請問您較喜歡玩哪一類型的電玩遊戲?(複選)

(若不清楚分類,請直接於其它欄後寫出遊戲名稱即可)

□戰略模擬 □角色扮演 □冒險 □射擊

□競速(賽車…) □運動 □益智 □格鬥

□其它;請說明遊戲名稱:______________________________________

【接下頁】

7. 請問您玩電視遊樂器的頻率為何?

(5) 在『Wii sport』的遊戲中,您最不喜歡玩五種模擬運動中的哪一項?

12. 下列對您玩電視遊樂器的敘述,