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URN etd-0803116-162144 Statistics This thesis had been viewed 432 times. Download 3 times. Author Lin-Ya Chang Author's Email Address No Public. Department Industrial Design Year 2015 Semester 2 Degree Master Type of Document Master's Thesis Language zh-TW.Big5 Chinese Page Count 101 Title A Study of Game Design Elements on Smartphone Keyword level design Game App Game Design Game Flow game elements game elements Game Flow Game Design Game App level design Abstract In recent years, smartphone has been gradually being a new portable game device. Game app is also the most dowlonded type on smartphone. Because of its universal, players have been became wide-ranging. Except for entertainment, game also includes physical and psychological adjustment and education, such as showing self, stimulating competition, training brain and eye - hand coordination, bringing interaction… and so on. All of these are game elements which we want to research.
The purpose of this study is to investigate game design elements which suit users on smartphone. Through literatures, we analyzed that “Pazzle Game” is the most popular type, so we used it to be an experiment model. In addition, we used three common touch gestures ‘‘tap, drag, slide’’ and external game elements of game screen ‘‘target, level, score, top score, limited time, limited resource, in turn’’ to design our experiment. Then researched three gestures whether have an influence on external game elements and internal game elements of player’s psychology ‘‘game experience, competition, challenge, a sense of achievement’’ or not. And investigated the relationship between external game elements and internal game elements.
The results showed: diffefrent touch gestures had an influence on game design elements. We could suggest game design ways through the results about relationships of three gestures, external and internal game elements. ‘‘Tap and slide’’ had an effect on ‘‘limited time and challenge,’’ so two elements could be designed on games which used tap and slide. ‘‘Tap, drag and slide’’ had an effect on ‘‘level and challenge,’’ and ‘‘repeated play’’ had an effect on ‘‘a sense of achievement,’’ too. Therefore, no matter what gestures, designing a lot of levels could make players feel more challenging, and got some achievements from missions completed. ‘‘Tap and drag’’ had an effect on ‘‘top score and competition,’’ and males more cared about having rivals than females, so top score could be designed on games using tap and drag, even for males. However, females got higher score than males on “tap and drag” games, so two gestures could be designed on female games. Finally, we found “three gestures” had no effect on “game experience.” That meaned “Puzzle Game” was designed for anyone who had different game experience.
Advisor Committee Chih-Chun Lai - advisor
Li-Chieh Chen - co-chair
Wen-Yin Chen - co-chair
Files Date of Defense 2016-06-17 Date of Submission 2016-08-03