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    題名: 元宇宙中的使用者體驗研究
    A study of user experience in the Metaverse
    作者: 林桂華
    Lin, Kuei-Hua
    貢獻者: 尚孝純
    Shang, Shari
    林桂華
    Lin, Kuei-Hua
    關鍵詞: 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
    日期: 2022
    上傳時間: 2022-08-01 17:23:28 (UTC+8)
    摘要: 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.
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    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,
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    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.
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    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.
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    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
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    描述: 碩士
    國立政治大學
    資訊管理學系
    109356030
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G0109356030
    資料類型: thesis
    DOI: 10.6814/NCCU202200793
    顯示於類別:[資訊管理學系] 學位論文

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