Abstract:Real-Time Games were first introduced to Taiwan in 2012. So far, more than ten thousand people participated in this kind of activities and many operating teams have been established. The attraction and popularity of Real-Time Games are obviously increasing in Taiwan. The main purpose of this study was to explore the characteristics of Real-Time Games, and to find out the participants' experience and value to discuss the differences between Real-Time Games and game theories. Therefore, this study analyzed the Real-Time Games with means-end chain theory and hierarchical value map. The result showed that Real-Time Games were fitted the characteristics of traditional game theories. Its novelty made participants to experience positive emotions and achieve the value of enjoyment. In Real-Time Games participants created the value of achievement through challenging of puzzle. Besides, participates accumulated the value of social support through experiencing on teaming up processes in Real-Time Games. Therefore, Real-Time Games were presented as a product from consumption patterns by the participants, and regarded as applying the concept of gamification in recreational activities. Participants of Real- Time Games connected to their terminal values to gain more feedbacks or achieve preference of life. Moreover, the influences of gamification supplied enjoyment for active processes, and satisfy participants' main purpose for join Real-Time Games. Therefore, participants of Real-Time Games connected to their terminal values which were different form the support of traditional game theories.
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