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題名:數位遊戲藝術之文化現象探討
書刊名:廣播與電視
作者:游易霖
作者(外文):Yu, Yi-lin
出版日期:2011
卷期:32
頁次:頁1-25
主題關鍵詞:大眾藝術文化現象情緒滿足視覺傳播數位遊戲Mass communicationSocial culture phenomenonSensory gratificationVisual communicationDigital game
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:27
  • 點閱點閱:48
藝術創作者都希望其藝術作品能與觀賞者達到某種程度的感情互動,進而傳遞自己的理念和情緒,並與觀賞者產生情感交流與經驗的重現,推而廣之成為一種文化。文化存在的意義就是交流溝通,只有交流才能促使進步,充分溝通則產生創意。目前數位遊戲是許多閱聽眾的休閒娛樂選項之一,玩家透過數位遊戲的線上社群功能互動交談溝通,其影響程度日漸增加,儼然有成為新社會文化的趨勢。在此思考脈絡下,本研究主要探討屬於文化創意產業類別中的數位遊戲,其所具備的互動特性,是否可以增進玩家情感的交流與溝通,達到滿足大眾情緒的需求,進而演繹成社會文化的一環?研究方法則藉由文獻整理、理論的探討、深度訪談與實際案例,來體現數位遊戲藝術互動性精神與數位遊戲的文化現象。
Games have a history extending well over thousands of years, some of the old countries, such as: China, Egypt, India ... and so on, have spread the game through generations. For example, the Go, also known as Qi Tao, is a popular game in Japan that is considered as a form of art. Many artists expect audiences to interact with their art work in certain degree, in hopes that their concepts and emotions can be transmitted through a two-way communication. In order to, build up a new kind of culture in our society. The existing of culture is to exchange and communicate, last but not least is to come up with creative creation. Digital game is a product born under these factors. Nowadays digital game is a popular leisure entertainment, and its impact to our daily life is increasing every second, moreover it has become a new trend in our culture. Under these mind thinking, the research today elaborates upon digital game, which comes in the category under culture creative industry, in terms of need in interaction, and seeks if this way of conveying can reach the ultimate goal in communication and satisfied the needs of people, therefore in becoming a part of our life. The purpose of this research would like to verify the digital game culture through the theory resulted from elaboration, in which it could fully clarify the interactive features in digital games. The research method conducts by literature review, personal interviews, and case studies to undergo digital game spirit in interaction and test and verify the phenomenon in culture.
期刊論文
1.Binkley, Timothy(1997)。The vitality of Digital Creation。The Journal of Aesthetics and Art Criticism,55(2),107-116。  new window
2.Pillay, H.、Brownlee, J.、Wilss, L.(1999)。Cognition and recreational computer games: Implications for educational technology。Journal of Research on Computing in Education,32(1),203-217。  new window
3.Kubey, R.、Larson, R.(1990)。The use and experience of the new video media among children and young adolescents。Communication Research,17(1),107-130。  new window
4.張恬君(2004)。數位時代遊戲美學之教育意義。數位藝術教育網路期刊,5,1-14。  延伸查詢new window
5.Danto, Arthur C.(1964)。The Artworld。The Journal of Philosophy,61(19),571-584。  new window
6.Steuer, Jonathan S.(1992)。Defining Virtual Reality: Dimensions Determining Telepresence。Journal of Communication,42(4),73-93。  new window
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8.動腦雜誌(2009)。讓大人也像小孩一樣玩樂。動腦雜誌,395,63。  延伸查詢new window
9.Myers, D.(1990)。Chris crawford and computer game aesthetics。Journal of Popular Culture,24(2),17-28。  new window
10.Maurice, M.(1965)。Family resemblances and generalizations concerning the arts。The American Philosophical Quarterly,2,219-228。  new window
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會議論文
1.Wilson, Stephen(1993)。The Aesthetics and Practice of Designing Interactive Computer Events。SIGGRAPH' 94 Visual Proceedings Art Show Catalog。ACM。  new window
圖書
1.Kerlow, Isaac(1996)。The art of 3-D computer animation and imaging。New York:Van Nostrand Reinhold。  new window
2.DeMaria, R.,、Wilson, J. L.(2002)。High score!: The illustrated history of electronic games。Columbus:McGraw-Hill Osborne。  new window
3.Naisbitt, J.(1999)。High tech, high touch: Technology and our search for meaning。High tech, high touch: Technology and our search for meaning。London, UK:Broadway Books Press。  new window
4.Kandinsky, W.、吳瑪俐(19850800)。藝術的精神性。臺北:藝術家出版社。  延伸查詢new window
5.Castronova, E.(2005)。Synthetic world: The business and culture of online games。Chicago, IL:The university of Chicago Press。  new window
6.Schiller, F.、Wilkinson, E. M.、Willoughby, L. A.(1967)。On the aesthetic education of man in a series of letters。Oxford:Oxford University Press。  new window
7.Huntington, Samuel P.、Harrison, Lawrence E.(2000)。Culture Matters: How values shape human progress。New York:Basic Books。  new window
8.Gadamer, H. G.(1975)。Truth and Method。New York:The Continuum Publishing Corporation。  new window
9.謝東山(1995)。當代藝術批評的疆界。台北市:帝門藝術教育基金會。new window  延伸查詢new window
10.Piaget, J.、Gattegno, C.、Hodgson, F. M.(1962)。Play, dreams and imitation in childhood。W. W. Norton & Company。  new window
11.資策會(2010)。台灣網友網路娛樂行為分析。台北。  延伸查詢new window
12.資策會(2008)。新世代網路娛樂行為與市場商機研究。台北。  延伸查詢new window
13.Brody, E. W.(1990)。Communication tomorrow: New audiences, new technologies, new media。New York。  new window
14.Hogle, J. G.(1996)。Considering Games as Cognitive Tools: In Search of Effective "Edutainment"。University of Georgia Department of Instructional Technology。  new window
15.Lippard, L. R.(1966)。Pop art。London。  new window
16.Poole, S.(2000)。Trigger happy: Video games and the entertainment revolution。New York。  new window
17.Rouse, Richard III(2001)。Game design: Theory & practice。Plano, Texas:Wordware Publishing, Inc.。  new window
18.Solomon, A.(1966)。Andy Warhol: Catalogue of the exhibition。Boston。  new window
19.Spencer, H.(1897)。The principles of sociology。New York。  new window
20.Stater, B.、Martin, F.、Steed, S.(1994)。Postmodernism, gameplay: Games with no limits。New York。  new window
21.Vorderer, P.(2000)。Interactive entertainment and beyond。Mahaw, NJ。  new window
22.Wolf, E.、Mark, P.(2000)。The medium of the video game。New York, NY。  new window
其他
1.Crawford, C.(1997)。The art of computer game design,http://www.vancouver.wsu.edu/fac/peabody/gamebook/Coverpage.html, 。  new window
2.Cesarone, B.(1994)。Video games and children,http://www.uncg.edu/edu/violence/digests/ed365477.htm。  new window
3.Gerfried, S.(2001)。Takeover-who’s doing the art of tomorrow,http://www.lastplace.com/arttakeover.htm。  new window
4.IDSA.(2001)。Economic impacts of the demand for playing interactive entertainment software,http://www.idsa.com。  new window
5.Jenkins, H.(2003)。Games, the new lively art,http://web.mit.edu/21fms/www/faculty/henry3/GamesNewLively.html。  new window
 
 
 
 
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