• 沒有找到結果。

第五章 結論與建議

5.3 研究限制與後續研究

最後,本研究也必頇承認這個探索性研究上的一些限制。由於不同的遊戲可 能會有不同的遊戲習慣與特性,本研究為了避免干擾將範圍限制在魔獸世界,未 來頇針對跨線上遊戲的模型做進一步的驗證。另外,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 的社交性造成影響,需要未來的研究做更進一步的確認。

本研究雖然指出影響線上遊戲社交性的因素並推論其可能的影響,然而,這 些影響的因素,依然太過於概念化,並不能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影響線上遊戲社交性模型,為遊戲 社群的設計特徵提出更細部的設計原則,才能夠真正將結果實際應用與落實在遊 戲的設計上,實現讓玩家「為遊戲而來、為社群留下」的理想。

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附錄一:社會互動設計特徵

互動時機

有公會專屬的交易帄台 有公會專屬的對戰場地

有公會專屬的任務或關卡 有公會專屬的在虛擬的領土內

伺服器常提供公會專屬的活動

互動媒介

公會專屬的私密頻道 公會專屬的討論區

完整的站內信系統 透過朋友聽到的資訊

完整的語音對話系統 公會專屬的特殊代號

預先設定好的文字巨集 允許成員依照資訊屬性選擇溝通管道

透過角色之間的互動

公會專屬的角色外觀識別 公會專屬的手勢或肢體語言

角色內建的聲音 公會專屬的虛擬寵物

公會的推薦機制

強迫分發玩家進入公會 專屬的公會招生資訊

遊戲主動推薦玩家適合的公會

公會成員的互動設計

公會專屬的識別 公會專屬的小遊戲

公會成員專屬的個人履歷

利益的分配

分配寶物時,允許公會自行定義規則 允許公會幹部設定管理權限 幫助新成員融入公會

公會專屬的新手磨練的場所 公會新成員見習老經驗玩家

協助新成員的機制