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博碩士論文 etd-0521122-193727 詳細資訊
Title page for etd-0521122-193727
論文名稱
Title
探討遊戲化對使用者節水行為之影響
An investigation of the impact of gamification on water-conservation behavior
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
47
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2022-06-08
繳交日期
Date of Submission
2022-06-21
關鍵字
Keywords
遊戲化、主題表達效率、框架效應、遊戲動機、節約用水意願
gamification, gamification effectiveness, framing effect, motivation to play game, water conservation intention
統計
Statistics
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The thesis/dissertation has been browsed 357 times, has been downloaded 0 times.
中文摘要
台灣平均年降雨量約為世界各國平均值之2.6倍,又受到氣候變遷、台灣地形、氣候等等因素,降雨時空分布不均,造成台灣為全球第18位缺水的國家,顯得水資源管控與有效的利用更加重要,而找到一個能夠有效的宣導及教育水資源相關知識的方法是不可或缺的步驟。若以講述的方式教學水資源相關知識,與民眾的互動性不大,理所當然宣傳效果不高,無法讓民眾感到有興趣,對於民眾節約用水之意圖也影響不大。本研究為此基於「框架效應」設計兩種不同的遊戲情境,藉由來讓受測者融入其中,透過較有趣的方式去認識用水相關知識,並提高後續的節水意圖;本研究以石門水庫為例設計出兩種內容陳述不同的遊戲,並透過問卷方式取得229份有效問卷(100份正面遊戲設計及129份負面遊戲設計),再進一步使用Partial Least Squares方法來找出各構面之間的關係。研究結果顯示,比起提供給玩家外部動機,應該著重於能夠引起內部動機的設計,才能夠讓玩家對於遊戲想傳遞的資訊更完整、讓玩家更想玩遊戲、最後讓玩家改變行為。在兩種模擬情境中,都存在著主題表達效率正向影響最後想改變之節水行為,所以遊戲化設計上應該將想宣傳之主題完整的傳遞給玩家,讓玩家能感受到主題想傳遞的意識,並促使他們改變行為。研究目的是期望能夠幫助台灣政府在未來面對水資源相關的遊戲化設計,能夠更快速的決定該對那些部份下更多工夫,才能有更高的改變玩家節約用水行為之成效。
Abstract
Because of Taiwan’s topography, climate and other factors, rainfall is unevenly distributed in time and space. Thus, effective use of water is very important and it is crucial to find ways to effectively promote water conservation. This research design description of a game that incorporates various gamification elements to let players to learn about water-resources-related knowledge and hopefully to increase their water-conservation intention. Relevant data was obtained through paper questionnaires. Using partial least squares analysis, this study showed the importance of intrinsic motivation to play game in influencing perceived gamification effectiveness and intention to play game, and through them, indirectly influence intention to conserve water.

目次 Table of Contents
論文審定書 i
誌謝 ii
摘要 iii
ABSTRACT iv
目錄 v
圖目錄 vi
表目錄 vii
第一章 緒論 1
第一節 研究動機 1
第二節 研究問題及目的 3
第三節 研究流程 4
第二章 文獻探討與假說建立 5
第一節 台灣現況 5
第二節 遊戲化 5
第三節 框架效應 7
第四節 關心缺水構面 8
第五節 遊戲內外部動機構面 9
第六節 主題表達效率構面 10
第七節 遊戲的意圖構面 11
第三章 研究方法 13
第一節 研究架構與假說路徑 13
第二節 研究構面 13
第三節 操作型定義 14
第四節 問卷施測與分析工具 14
第四章 數據分析 19
第一節 正面內容設計 19
第二節 負面內容設計 25
第三節 比較內容設計之間差異 30
第五章 結論與建議 31
第一節 討論與結論 31
第二節 理論貢獻 33
第三節 實務意涵 34
第四節 研究限制與未來建議方向 36
參考文獻 37
參考文獻 References
一、 中文文獻
李詩敏(2020.11.04),(水情拉警報!最缺水的冬天來了), 《聯合新聞網》,取自https://topic.udn.com/event/water_deficit2020
黃家柔(2021.03.18),《號召節水達人 盼提升全民節水意識力抗嚴峻水情》,《LineToDay》,取自https://today.line.me/tw/v2/article/wx78ql
二、 英文文獻
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Craig, C. S., and McCann, J. M. 1978. "Assessing Communication Effects on Energy Conservation," Journal of consumer research (5:2), pp. 82-88.
Fielding, K. S., Spinks, A., Russell, S., McCrea, R., Stewart, R., and Gardner, J. 2013. "An Experimental Test of Voluntary Strategies to Promote Urban Water Demand Management," Journal of environmental management (114), pp. 343-351.
Gustafsson, A., Katzeff, C., and Bang, M. 2010. "Evaluation of a Pervasive Game for Domestic Energy Engagement among Teenagers," Computers in Entertainment (CIE) (7:4), pp. 1-19.
Harlen, W., and Deakin Crick, R. 2003. "Testing and Motivation for Learning," Assessment in Education: principles, policy & practice (10:2), pp. 169-207.
Henseler, J., Ringle, C. M., and Sarstedt, M. 2015. "A New Criterion for Assessing Discriminant Validity in Variance-Based Structural Equation Modeling," Journal of the academy of marketing science (43:1), pp. 115-135.
Holland, D., Janét, K., and Landrum, A. 2019. "Experience Is Key: Examining the Relative Importance of Factors Influencing Individuals’ Water Conservation," Water (11:9), p. 1870.
Kiryakova, G., Angelova, N., and Yordanova, L. 2014. "Gamification in Education," Proceedings of 9th International Balkan Education and Science Conference.
Knol, E., and De Vries, P. W. 2011. "Enercities-a Serious Game to Stimulate Sustainability and Energy Conservation: Preliminary Results," eLearning Papers:25).
Lee, M.-C., and Tsai, T.-R. 2010. "What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior," Intl. journal of human–computer interaction (26:6), pp. 601-620.
Müller-Stewens, J., Schlager, T., Häubl, G., and Herrmann, A. 2017. "Gamified Information Presentation and Consumer Adoption of Product Innovations," Journal of Marketing (81:2), pp. 8-24.
Mekler, E. D., Brühlmann, F., Tuch, A. N., and Opwis, K. 2017. "Towards Understanding the Effects of Individual Gamification Elements on Intrinsic Motivation and Performance," Computers in Human Behavior (71), pp. 525-534.
Mitchell, R., Schuster, L., and Jin, H. S. 2020. "Gamification and the Impact of Extrinsic Motivation on Needs Satisfaction: Making Work Fun?," Journal of Business Research (106), pp. 323-330.
Orland, B., Ram, N., Lang, D., Houser, K., Kling, N., and Coccia, M. 2014. "Saving Energy in an Office Environment: A Serious Game Intervention," Energy and Buildings (74), pp. 43-52.
Ryan, R. M., and Deci, E. L. 2000. "Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions," Contemporary educational psychology (25:1), pp. 54-67.
Thompson, S. C., and Stoutemyer, K. 1991. "Water Use as a Commons Dilemma: The Effects of Education That Focuses on Long-Term Consequences and Individual Action," Environment and Behavior (23:3), pp. 314-333.
Tversky, A., and Kahneman, D. 1985. "The Framing of Decisions and the Psychology of Choice," in Behavioral Decision Making. Springer, pp. 25-41.

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