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Title: | 以譬喻性手法傳遞多層次的環境敘事設計: 以《塵居之家》創作為例 Conveying multi-dimensional environmental narrative through metaphorical techniques for VR game Dust-Clad Home |
Authors: | 黃淳妤 Huang, Chun-Yu |
Contributors: | 李蔡彥 林玲遠 Li, Tsai-Yen Lin, Ling-Yuan 黃淳妤 Huang, Chun-Yu |
Keywords: | 環境敘事 虛擬實境 具身認知 概念譬喻 Environmental Storytelling Virtual Reality Embodied Cognition Conceptual Metaphors |
Date: | 2024 |
Issue Date: | 2024-03-01 14:13:21 (UTC+8) |
Abstract: | 環境敘事(Environmental Storytelling)是以環境驅動遊戲故事進行的敘事手法,許多遊戲透過讓玩家探索並與環境互動的方式表現環境敘事。然而,一些研究認為環境敘事僅能作為輔助遊戲敘事的手段,但本論文認為環境敘事的潛力是被低估的,而其不足的地方,在於環境敘事的設計沒辦法傳遞足夠多的訊息量。所以本論文認為如果提升環境敘事內容的乘載力,就能讓環境更好地傳遞遊戲故事。
因此本創作提出可能的提升環境敘事的構想:以模擬真實身體互動的VR,激發玩家的具身認知(Embodied Cognition)引出特定想像或感受,並在此基礎上,使用概念譬喻(Metaohpors)轉化遊戲故事,嘗試疊加多種概念譬喻於玩家的行動或可互動的環境物件上,使敘事內容更加豐富、強烈。
為了驗證這個創作概念,本論文提出以該創作概念發想的兩種敘事策略:以玩家行動作為敘事的中介點、控制外在環境變化來引導玩家行為,並製作應用敘事策略的虛擬實境遊戲《塵居之家》,玩家需要擦除環境中物件上的灰塵、髒汙來獲取更多訊息來尋找遊戲目標物。而為了確認設計成果,徵求五位體驗者參與遊戲體驗,藉由遊戲故事內容問卷、IPQ量表、半結構式訪談法以及觀察體驗者在《塵居之家》的遊玩狀況,了解敘事策略的效果。
最後本創作發現提出的敘事策略手法,被體驗者視為有效的設計方式。體驗者都能了解遊戲基本故事,並能大致了解故事細節與同理角色情感,同時敘事策略也更容易地觸發體驗者聯想自己的經驗以及與角色情感共鳴,使他們獲得的敘事內容更加豐富。 Environmental Storytelling, a narrative technique driven by the environment, is commonly used in gaming to engage players through exploration and interaction. While regarded by some studies as a supplementary storytelling tool, its potential is underestimated due to limitations in information conveyance. Therefore, the thesis suggests to elevate the narrative capacity of environmental storytelling to enhance the environment's ability to convey the game's story effectively.
To achieve this, the paper proposes a concept to boost the narrative capacity of environmental storytelling: utilizing VR to simulate realistic bodily interactions, invoking players' embodied cognition to elicit specific imaginations or sensations. Building on this, conceptual metaphors are employed to transform the game story, attempting to overlay various conceptual metaphors onto player actions or interactive environmental objects, enriching and intensifying the narrative content.
To validate the proposed creative concept, the thesis introduces two narrative strategies: utilizing player actions as a storytelling focal point and controlling external environmental changes to guide player behavior and feeling. These strategies are applied in the VR game "Dust-Clad Home" in which players clean objects to gather information and find the game's target objects. The game sought five participants to play "Dust-Clad Home" to confirm the design outcomes. This evaluation involved game content questionnaires, the IPQ scale, semi-structured interviews, and the observation of participants' interactions within "Dust-Clad Home" all aimed at understanding the effect of the narrative strategies.
In conclusion, the narrative strategies were deemed effective by participants. They successfully grasped the core storyline, understood the details, and felt a strong connection with the character's emotions. The strategies also easily prompted participants to relate their own experiences, enhancing the overall richness of the narrative content. |
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Description: | 碩士 國立政治大學 數位內容碩士學位學程 109462004 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0109462004 |
Data Type: | thesis |
Appears in Collections: | [數位內容碩士學位學程] 學位論文
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