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    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/150282


    Title: 舒壓技巧:探索舒適遊戲設計的關鍵因素並開發原型以幫助減輕壓力和促進放鬆
    CozyCraft: Exploring Key Factors for Cozy Game Design and Developing a Prototype to Help Reduce Stress and Promote Relaxation
    Authors: 祺寶林
    Srisawat, Chanakan
    Contributors: 林日璇
    Tammy Lin
    祺寶林
    Chanakan Srisawat
    Keywords: 舒適遊戲
    影視遊戲產業
    放鬆
    舒適
    治療特性
    心理健康
    壓力緩解
    調查分析
    遊戲設計元素
    Cozy games
    Video game industry
    Relaxation
    Comfort
    Therapeutic qualities
    Mental health
    Stress reduction
    Survey analysis
    Game design elements
    Date: 2024
    Issue Date: 2024-03-01 14:20:40 (UTC+8)
    Abstract: 影視遊戲產業正經歷「舒適遊戲」的激增,這些遊戲旨在促進放鬆和舒適。本畢業設計專題探討了這些遊戲的治療特性的關鍵設計元素。
    一項包括88名參與者的調查顯示,儘管這些遊戲因提升情緒和認知功能而聲名大噪,但支持這些說法的實證研究有限。該專題旨在通過提供文獻綜述和實證分析來填補這一空白,強調舒適遊戲在心理健康和壓力緩解中的潛力。
    關鍵發現表明,緩慢的節奏、低風險挑戰和沒有時間壓力對舒適遊戲的吸引力至關重要。該研究還強調了社交互動和情感影響對玩家健康的重要性,主張合作式多人遊戲功能和支持探索和發現的敘事。
    畢業設計專題最終呈現了「舒適樂園」的詳細遊戲原型,展示了玩家反饋在迭代設計過程中的重要性。這些見解對遊戲設計師來說至關重要,以創造優先考慮玩家舒適和參與度的沉浸式體驗,預示著未來遊戲將因其娛樂價值和對心理健康的恢復性影響而備受推崇。
    The video game industry is experiencing a surge in "cozy games," which are designed to promote relaxation and comfort. This capstone project explores the key design elements that contribute to these games' therapeutic qualities.
    A survey with 88 participants revealed that Despite their reputation for enhancing mood and cognitive function, there is limited empirical research supporting these claims. This project aims to fill this gap by providing a literature review and empirical analysis that highlights the potential of cozy games in mental health and stress reduction.
    Key findings suggest that slow pacing, low-stakes challenges, and the absence of time pressure are central to the appeal of cozy games. The study also emphasizes the importance of social interaction and emotional impact on player well-being, advocating for cooperative multiplayer features and narratives that support exploration and discovery.
    The capstone project culminates in a detailed gameplay prototype of "Cozy Haven," showcasing how player feedback is crucial in the iterative design process. These insights are crucial for game designers to create immersive experiences that prioritize player comfort and engagement, suggesting a future where games are revered for their entertainment value and restorative impact on mental well-being.
    Reference: Alexiou, A., Schippers, M. C., Oshri, I., & Angelopoulos, S. (2020, December 17). Narrative and aesthetics as antecedents of perceived learning in serious games. Information Technology & People, 35(8), 142–161. https://doi.org/10.1108/itp-08-2019-0435

    Baker, M. M. (2022, October 1). The visual and narrative rhetoric of mental health in Gris. Journal of Gaming & Virtual Worlds, 14(3), 249–266. https://doi.org/10.1386/jgvw_00061_1

    Bateman, C., & Nacke, L. E. (2010, May 6). The neurobiology of play. Proceedings of the International Academic Conference on the Future of Game Design and Technology. https:// doi.org/10.1145/1920778.1920780

    Barr, M., & Copeland-Stewart, A. (2021, May 6). Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being. Games and Culture, 17(1), 122– 139. https://doi.org/10.1177/15554120211017036

    Chan, L., Chandross, D., Cober, S., & Lachman, R. (2022, November 2). TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy. Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3505270.3558352

    Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666. doi:10.1177/174569161559223463

    Graf, R., Benawri, P., Whitesall, A. E., Carichner, D., Li, Z., Nebeling, M., & Kim, H. S. (2019, October 17). iGYM. Proceedings of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3311350.3347161

    Howe, Ordon, Hurd, Cook, Forbes, Diaz, Eiserloh, & X. (2017). Project Horseshoe 2017 Report Section 3. Project Horseshoe 2017 report section 3. Retrieved March 31, 2023, from https://www.projecthorseshoe.com/reports/featured/ph17r3.htm

    Kuss, D. J., Griffiths, M. D., & Binder, J. (2013). Internet addiction in students: Prevalence and risk factors. Computers in Human Behavior, 29(3), 959-966. doi:10.1016/ j.chb.2012.12.024

    Maher, B. (2021). Cozy Games: How to have a restorative gaming experience. Wired. Retrieved from https://www.wired.com/story/cozy-games-restorative-gaming-experience/

    Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015, October 2). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/ 10.1080/00461520.2015.1122533

    Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2021). Video games and well-being: A comprehensive review. Science Advances, 7(40), eabf2721. https:// doi.org/10.1126/sciadv.abf2721

    Pusateri, J., Leng, J., Wang, Q., Chen, X., & Hammer, J. (2020, April 21). Designing Games for Healthy Sleep. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376413
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    Reay, E. (2021, June 1). Cute, cuddly and completely crushable: Plushies as avatars in video games. Journal of Gaming & Virtual Worlds, 13(2), 131–149. https://doi.org/10.1386/ jgvw_00033_1

    Spieler, Kemeny, Landerl, Binder, & Slany. (2020, October). The Learning Value of Game Design Activities: Association between Computational Thinking and Cognitive Skills. The Learning Value of Game Design Activities: Association Between Computational Thinking and Cognitive Skills. https://doi.org/10.1145/3421590.3421607

    Waszkiewicz, A., & Bakun, M. (2020, October 1). Towards the aesthetics of cozy video games. Journal of Gaming & Virtual Worlds, 12(3), 225–240. https://doi.org/10.1386/ jgvw_00017_1

    Wee, S. C., & Choong, W. W. (2019, March). Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users’ energy conservation behaviour. Journal of Environmental Management, 233, 97–106. https://doi.org/10.1016/ j.jenvman.2018.11.127

    Zubek, R. (2020, August 1). Elements of Game Design. the MIT Press.
    Description: 碩士
    國立政治大學
    全球傳播與創新科技碩士學位學程
    111ZM1017
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0111ZM1017
    Data Type: thesis
    Appears in Collections:[全球傳播與創新科技碩士學位學程] 學位論文

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