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題名:後觀光休閒活動地理空間的論述
作者:高崇倫 引用關係
作者(外文):Kao, Chung-Luen
校院名稱:中國文化大學
系所名稱:地學研究所
指導教授:鄭勝華
學位類別:博士
出版日期:2009
主題關鍵詞:後觀光地理休閒活動空間體驗生存遊戲電子遊戲Post-tourismLeisure activitySpatial ExperienceMilSim GamesOn-line Games
原始連結:連回原系統網址new window
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第二次世界大戰結束以來,休閒與觀光活動的發展受到工時縮短、生活水準提升及科技發展的影響,全球交通工具及視聽電子產品日新月異,使得休閒觀光活動在空間發展上無遠弗屆,參與這些活動的人也與日俱增。然而自1960年代開始歐美社會於此主流趨勢下有了後現代的社會及文化的另類發展,觀光活動也就衍生出所謂後觀光休閒地理(Feifer,1985)。不同年齡及性別的參與者 : 或藉由視聽設備對世界各類地景觀賞或「凝視(gaze)」;或利用電玩遊戲的虛擬空間及角色互動享受休閒;或設計場景與其他的同好進行角色扮演。Walle (1997)認為後觀光時代的休閒活動,其虛擬情景的刺激與冒險,滿足參與者之自我實現及學習新奇事物的渴望。因此,本文研究上述三種後觀光休閒活動類型的特性,了解參與者的體驗及其活動涉及的地理空間特性。經設計不同研究案例與問卷,以結構方程式之二階因素模式分析,驗證第一類型「視聽導向型」(N=138),係透過蒐集視像與電子地圖等活動對抽象空間的認知,輔助真實世界的旅遊決策;第二類型的「電子遊戲型」(N=562),係由虛擬空間的動態故事之展演與遊歷,享受超越現實場景的空間識覺;第三類型的「角色扮演型」(N=430),係藉由在模擬空間中角色的互動(譬如生存遊戲等),達到身歷其境的空間體驗與環境認知。經由分析結果顯示,此三類型的參與者透過所從事的活動可以達到自我實現及學習新奇事物的成就感。
Since the end of World War 2, the development of leisure and tourism activities have been influenced by working hours shortening and living standard improving. On the other hand, with updating development of modern technology and global transportations, the special development of leisure and tourism activities have becoming boundless, so as to the quality and quantity of participants. After the era of 1960’s, European and American societies came what is so called the “postmodern” culture under this trend, and the name “post-tourism” leisure geography in tourism activities (Feifer,1985). Different age and gender participants “gaze” or appreciate the world by using video and audio technology, or enjoy leisure by utilizing virtual reality online games, or play role-playing games in organized scenario scenes. Walle (1997) thinks that post-tourism leisure activities satisfy participants’ self fulfillment and novelty learning. The purpose of the article is to understand participants’ leisure experience and geography special characteristic among the three post tourism leisure activity categories. After questionnaires were handed out and Structural Equation Modeling (two-order confirmatory factor analysis) analysis used, the results showed that the “visual and audio oriented” category (N=138) participants cognized the abstract space by collecting electronic maps and visuals. The second category “online game” participants (N=562) enjoy hyper reality special perception by playing virtual reality games. The third category “role-playing” participants (N=430) will have the real feeling in simulated situation after role-playing different special characters in MilSim games. All participants in these three categories indicate that they will fulfill themselves and learned new novelty after joining post tourism leisure activities.
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