• 沒有找到結果。

第五章 結論與建議

5.3 研究限制

最後,本研究也必須承認這個探索性研究上的一些限制。首先,在使用者遊 戲經驗方面,參與本研究問卷的受訪者皆是台灣的大專院校學生,因此我們並不 能保證本研究所發現的結果也能夠用來解釋包括青少年或兒童的遊戲經驗與行 為。除此之外,由於亞洲、歐洲、美國等地區在遊戲的文化上可能有不同的風格 與型態,這些文化上的問題是否也會對遊戲玩家的經驗與其沉迷的行為造成影 響,也需要未來的研究做更進一步的確認。

再者,本研究並沒有特別針對玩家的性別差異議題進行深入的探討。在研究 一的部份,我們僅以男性玩家的樣本進行研究;在研究二的部份,我們也沒有發 現男性玩家和女性玩家在沉迷的分數上有所差異。然而,就玩家沉迷的行為而 言,研究二的結果與過去研究的結果並不一致。學者Chiu, Lee & Huang (2004) 從心理的角度發現男女之間的沉迷程度有所不同,男生顯著較女生更容易被遊戲 所吸引;另外也有從生理方面的研究指出,成年男性玩家較女性玩家更容易沉迷 於遊戲之中(Ko et al., 2005)。雖然本研究在遊戲時間長短上也說明了男性玩家遊 戲的時間較女性為長,然而在沉迷指數上並不顯著。我們建議未來的研究可以透 過更為嚴謹的實驗過程來探討男女性玩家在遊戲經驗與遊戲行為上的差異。

此外,本研究雖然指出影響線上遊戲沉迷的使用者經驗因素並且推論其形成 沉迷現象的可能機制,然而,這些在使用者經驗與行為層次的設計元素,依然太 過於概念化,並不能像研究主題一中的可用資訊與可用資源兩個設計特徵,能夠 被直接應用在遊戲的設計上。因此,我們鼓勵未來的研究應繼續針對本研究所架 構的線上遊戲使用者經驗模型,為本研究的十一個使用者經驗要素提出更細部的 設計原則與可實現的設計特徵,才能夠真正將實現本研究所提出的以使用者為中 心的遊戲設計設計方法,並將結果實際應用與落實在遊戲的設計上。

最後,就玩家的沉迷行為而言,雖然本研究所提出的迴歸方程式找出了五個 影響沉迷的要素,然而,就實務的觀點來看線上沉迷的防治上,我們並不能一昩 的將這五個顯著的迴歸因素做最小化的設計或是直接將其從遊戲中移除。因為這 些影響沉迷的變數可能也同時影響到遊戲的正向吸引力(positive attraction),也就 是一般常說的遊戲好玩性(fun)或是玩家的心流經驗(flow)。由於玩遊戲的目的即 為尋求好玩性,這是眾所皆知的事實。許多研究也已經指出,遊戲的好玩家是決 定一個遊戲能不能成功的決定性因素(Lo, Wang, & Fang, 2005; Myers, 1990;

Novak, Hoffman, & Yung, 2000)。因此,若遊戲失去了正向的吸引力可能也導致 遊戲可能根本就沒有使用者來玩,若是這樣,遊戲的生命週期將會縮短,且遊戲 的公司也會面臨營運上的壓力與考驗。

從企業營運的觀點來看,若能夠找出設計因素對於好玩感與沉迷影響的介 限。因此,未來的研究能夠在本研究所提出的線上遊戲使用者經驗要素的架構上 以及考量本研究所提出的沉迷預測公式,找出一個如此可以在營運與沉迷防治上 取得平衡點。本研究也曾針對此一概念嘗試探尋高好玩性/低沉迷性的遊戲,然 而卻發現沉迷與好玩兩種經驗是相依成長,亦即高好玩性也將大有機會提高玩家 沉迷的機會。是否真有好玩但不易沉迷的遊戲存在?我們留下這個目前無法回答 的研究的問題供後續研究學者探尋進一步的答案。

最後,本研究在玩家沉迷行為上所做的結論與提出的建議,並不與過去那些 以玩家個體背景、生活型態、人格特質、自尊高低、家庭結構研究對線上遊戲沉 迷所提出的結論與貢獻(Griffiths, 2002; Yee, 2002)有所衝突。事實上,本研究相信 當下最好防治沉迷的方法應該是雙管齊下,也就是依循本研究的結論,從使用者 的角度進行遊戲的設計;除此之外,也同時對先前研究所提出那些影響玩家沉迷 行為的個體背景與家庭環境因素進行關切。

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