政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/141040
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113822/144841 (79%)
Visitors : 51779349      Online Users : 627
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    政大典藏 > College of Commerce > Department of MIS > Theses >  Item 140.119/141040
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/141040


    Title: 元宇宙中的使用者體驗研究
    A study of user experience in the Metaverse
    Authors: 林桂華
    Lin, Kuei-Hua
    Contributors: 尚孝純
    Shang, Shari
    林桂華
    Lin, Kuei-Hua
    Keywords: 元宇宙
    使用者體驗
    八角框架
    遊戲化
    Metaverse
    User experience
    Octalysis Framework
    Second Life
    Roblox
    ZEPETO
    Sandbox
    Decentraland
    Gamification
    Date: 2022
    Issue Date: 2022-08-01 17:23:28 (UTC+8)
    Abstract: 隨著科技快速發展,元宇宙一詞從 1992 年第一次被發明以來,又再一次被熱烈提及。由於元宇宙能提供前所未有之 沉浸 式 使用者 體驗,使其成為各個企業欲跨足之領域。然而現今尚未統一元宇宙之標準,這在研究 及發展上造成了一定的阻礙。
    本研究對元宇宙的定義進行了文獻回顧, 統整出五個特色來篩選預計分析之元宇宙平台。 並選定周郁凱先生提出之八角框架 為架構,分析五個較為人熟知之元宇宙平台,包括 Second Life 、 Roblox 、 ZEPETO 、 Sandbox 以及 Decentraland 。研究中也逐一介紹五個平台之特色及說明相關資訊 。
    八角框架由在遊戲化領域深耕超過十載之周郁凱先生提出。 本研究依序介紹八角框架之八個核心動力,同時提供相 關案例以利理解。 該框架為周郁凱先生憑藉其豐富之實務經驗整合而成,故對於本研究所作之分析已十分完整且足夠。
    透過相關工具,本研究發現元宇宙平台最常體現之核心動力有三: 賦予創造力與回饋 、 所有權與占有欲以及稀缺性與迫切 。另一方面,最少被元宇宙平台使用的核心動力為重大使命與呼召以及進度與成就。本文中也闡述及探討元宇宙平台如何透過遊戲化設計驅動相應之核心動力。
    最後,本研究總結了較常被元宇宙平台使用之核心動力及遊戲化設計,並指出研究
    限制。期盼本研究成果能夠為將來元宇宙平台之發展方針及相關研究方向提供參考。
    With the rapid development of technology, Metaverse has been mentioned again enthusiastically since it was first invented in 1992. Because the Metaverse can provide an unprecedented immersive experience, it has become a field that many companies want to enter. However, the standard of the Metaverse has not yet been unified, which has caused certain obstacles in research.
    This study conducted a literature review of the definition of the Metaverse and listed five features to scope the Metaverse platform for content analysis. These features were introduced. Then, we used the Octalysis framework to analyze five of the more well-known Metaverse platforms, including Second Life, Roblox, ZEPETO, Sandbox, and Decentraland. These five Metaverse platforms have their own highlights, and they were described in the following section.
    We introduced the eight Core Drives of the Octalysis framework and gave some related examples. The Octalysis framework was proposed by Yu-kai Chou who had a lot of experience in gamification over ten years. The framework is already complete enough for this study to analyze the Metaverse platforms’ gamification designs.
    With the Octalysis Tools, this study found that the Core Drives most often embodied by the Metaverse platform are empowerment and feedback, ownership and possession, and scarcity and impatience. On the contrary, the least used Core Drives are epic meaning and calling and development and accomplishment. The methods the Metaverse platform operates these Core Drives are covered in detail.
    This study conducted a literature review of the definition of the Metaverse and listed five features to scope the Metaverse platform for content analysis. We used the Octalysis Framework to analyze five of the more well-known Metaverse platforms, including Second Life, Roblox, ZEPETO, Sandbox, and Decentraland. Finally, this study summarizes several Core Drives and gamification techniques that are commonly used through the analysis results. We hope that the result can be the reference for the future development direction of the Metaverse platform.
    Reference: Au, W. J. (2022). Second Life Finally Adds Game-Like Achievement Scores -- And E-Mails Them To Users! https://nwn.blogs.com/nwn/2022/02/second-life-game-achievement-e-mail-notices.html
    Bentata, R. (2014). Octalysis Tool. https://www.yukaichou.com/octalysis-tool/
    Boon, S., & Sinclair, C. (2009). A world I don’t inhabit: disquiet and identity in Second Life and Facebook. Educational Media International, 46(2), 99-110.
    Boulos, M. N. K., Hetherington, L., & Wheeler, S. (2007). Second Life: an overview of the potential of 3‐D virtual worlds in medical and health education. Health Information & Libraries Journal, 24(4), 233-245.
    Burns, W. (2017). Everything You Know About The Metaverse Is Wrong? https://www.linkedin.com/pulse/everything-you-know-metaverse-wrong-william-burns-iii/
    Chayka, K. (2021). Facebook Wants Us to Live in the Metaverse. https://www.newyorker.com/culture/infinite-scroll/facebook-wants-us-to-live-in-the-metaverse
    Chohan, U. W. (2021). Non-fungible tokens: Blockchains, scarcity, and value. Critical Blockchain Research Initiative (CBRI) Working Papers.
    Chou, Y.-k. (2013a). A Comprehensive List of 90+ Gamification Cases with ROI Stats. https://yukaichou.com/gamification-examples/gamification-stats-figures/
    Chou, Y.-k. (2013b). The Octalysis Framework for Gamification & Behavioral Design. https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/
    Chou, Y.-k. (2019). Actionable gamification: Beyond points, badges, and leaderboards. Packt Publishing Ltd.
    Costa, C. J., Aparicio, M., Aparicio, S., & Aparicio, J. T. (2017). Gamification usage ecology. Proceedings of the 35th ACM International Conference on the Design of Communication,
    De Charms, R. (2013). Personal causation: The internal affective determinants of behavior. Routledge.
    Decentraland. (2019). FAQ | Decentraland. https://docs.decentraland.org/decentraland/faq/
    Dede, C. (2009). Immersive interfaces for engagement and learning. science, 323(5910), 66-69.
    Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D Virtual worlds and the metaverse. ACM Computing Surveys, 45(3), 1-38. https://doi.org/10.1145/2480741.2480751
    Duan, H., Li, J., Fan, S., Lin, Z., Wu, X., & Cai, W. (2021). Metaverse for social good: A university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia,
    Frey, D., Royan, J., Piegay, R., Kermarrec, A.-M., Anceaume, E., & Le Fessant, F. (2008). Solipsis: A decentralized architecture for virtual environments. 1st International Workshop on Massively Multiuser Virtual Environments,
    Gadekallu, T. R., Huynh-The, T., Wang, W., Yenduri, G., Ranaweera, P., Pham, Q.-V., da Costa, D. B., & Liyanage, M. (2022). Blockchain for the Metaverse: A Review. arXiv preprint arXiv:2203.09738.
    Han, J., Heo, J., & You, E. (2021). Analysis of Metaverse Platform as a New Play Culture: Focusing on Roblox and ZEPETO. Proceedings of the 2nd International Conference on Human-centered Artificial Intelligence (Computing4Human 2021). CEUR Workshop Proceedings, Da Nang, Vietnam (Oct 2021),
    Heller, J., Hilken, T., Chylinski, M., de Ruyter, K., Keeling, D. I., & Mahr, D. (2022). Embracing Falsity through the Metaverse: The Case of Synthetic Customer Experiences. BUSINESS HORIZONS.
    Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. Proceedings of the AAAI Workshop on Challenges in Game AI,
    Hunt, K. (2007). This land is not your land: Second life, copybot, and the looming question of virtual property rights. Tex. Rev. Ent. & Sports L., 9, 141.
    Jimenez, S. (2013). Gamification Model Canvas. https://www.gamedeveloper.com/business/gamification-model-canvas
    Kaid, L., & Wadsworth, A. (1989). Content analysis. Measurement ofcommunication behavior, 197-217.
    Kim, J.-W. (2022). Metaverse platform Zepeto user base exceeds 300 million. https://www.kedglobal.com/metaverse/newsView/ked202203040009
    Kiong, L. V. (2021). DeFi, NFT and GameFi Made Easy: A Beginner`s Guide to Understanding and Investing in DeFi, NFT and GameFi Projects. Liew Voon Kiong.
    Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
    Lee, Z. (2021). Animoca’s Blockchain Game Unit Raises $93 Million From SoftBank Amid Race To Build Metaverse. https://www.forbes.com/sites/zinnialee/2021/11/03/animocas-blockchain-game-unit-raises-93-million-from-softbank-amid-race-to-build-metaverse/?sh=77b78cc714a0
    Linden, J. (2018, June 17,2021). Land auctions - English - Second Life Community. https://community.secondlife.com/knowledgebase/english/land-auctions-r1475/
    Meier, C., Saorín, J. L., Bonnet de León, A., & Guerrero Cobos, A. (2020). Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20). https://doi.org/10.3991/ijet.v15i20.16535
    Norton, M. I., Mochon, D., & Ariely, D. (2012). The IKEA effect: When labor leads to love. Journal of consumer psychology, 22(3), 453-460.
    Ordano, E., Meilich, A., Jardi, Y., & Araoz, M. (2017). Decentraland: A blockchain-based virtual world. In Technical Report. Decentraland.
    Osipov, I. V., Nikulchev, E., Volinsky, A. A., & Prasikova, A. Y. (2015). Study of gamification effectiveness in online e-learning systems. International Journal of advanced computer science and applications, 6(2), 71-77.
    Park, S., & Kim, S. (2022). Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse. Sustainability, 14(3). https://doi.org/10.3390/su14031361
    Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy.
    Roblox. (2019). Roblox Reaches 100 Million Monthly Active User Milestone. https://corp.roblox.com/2019/08/roblox-reaches-100-million-monthly-active-user-milestone/
    Roblox. (2020). Badges – Special Game Awards. https://developer.roblox.com/en-us/articles/Badges-Special-Game-Awards
    Sandbox. (2020). The Sandbox Game - User - Generated Crypto & Blockchain Games. https://www.sandbox.game/en/roadmap/
    Sandbox. (2021). About The Sandbox Team. https://www.sandbox.game/en/about/
    Shang, S. S., Yeh, Y.-C., & Wu, Y.-L. (2012). An analysis of reward systems of electronic services. The International Conference on Informatics and Applications (ICIA2012),
    Wang, F.-Y., Qin, R., Wang, X., & Hu, B. (2022). MetaSocieties in Metaverse: MetaEconomics and MetaManagement for MetaEnterprises and MetaCities. IEEE Transactions on Computational Social Systems, 9(1), 2-7. https://doi.org/10.1109/tcss.2022.3145165
    Ynag, Q., Zhao, Y., Huang, H., & Zheng, Z. (2022). Fusing blockchain and AI with metaverse: A survey. arXiv preprint arXiv:2201.03201.
    Yu, N., & Huang, Y.-T. (2022). Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention. Computers in Human Behavior, 126, 106991.
    ZEPETO. (2022a). Payment Request. https://studio.zepeto.me/guides/getting-paid
    ZEPETO. (2022b). What are Coins/ZEM? https://support.zepeto.me/hc/en-us/articles/360048087294-What-are-Coins-ZEM-
    Description: 碩士
    國立政治大學
    資訊管理學系
    109356030
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0109356030
    Data Type: thesis
    DOI: 10.6814/NCCU202200793
    Appears in Collections:[Department of MIS] Theses

    Files in This Item:

    File Description SizeFormat
    603001.pdf1369KbAdobe PDF2210View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback