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題名:逾越的愉悅--《零》系列電玩遊戲的空間閱讀
書刊名:傳播研究與實踐
作者:李長潔
作者(外文):Lee, Chang-chieh
出版日期:2013
卷期:3:1
頁次:頁167-203
主題關鍵詞:電玩愉悅逾越Fatal frameVideo gamePleasureTransgression
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(3) 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:0
  • 點閱點閱:7
本研究以日本地方鄉野傳奇組合而成的恐怖類AVG電玩《零》系列為研究文本,如《零》、《零:紅蝶》、《零:刺青之聲》、《零:月光的假面》等,企圖從中瞭解大眾電玩文化的形式與內容。本研究運用電玩文本空間閱讀的三種面向:敘事空間、現象學空間與語義空間,來解讀《零》系列遊戲的空間逾越。透過從遊戲文本的系統、身體操作、與電玩迷實踐之三大面向,來交織出玩家對遊戲的「理解」(understanding)與「經驗」(experience),以及圍繞著電玩文本所建立起來的大眾文化。本研究將遊玩《零》的電玩文化詮釋為不同層次的空間逾越過程,玩家主體則透過這些逾越的過程而達到愉悅,並且在最後的論證中指出「好玩而已」(just for fun)在當代社會中的文化意義。
This study took a series of horror and adventure-type video games called Fatal Frame as text to investigate the form and content of popular video game culture; the game series include Fatal Frame, Fatal Frame II: Crimson Butterfly, Fatal Frame III: The Tormented, and Fatal Frame: Mask of the Lunar Eclipse, that revolve around traditional Japanese legends. The paper recognized the transgression of these games through the three aspects of video games, l'espace narratif, l'espace phénoménologique, and l'espace sémiotique. According to the system, body manipulation, and fans' practice of game scenarios, a realization of players' understanding and experience toward these games, as well as the popular culture that cultivated these game scenarios was reached. Game-playing culture has been annotated by levels of transgression, so that game-players are able to attain pleasure through the process of transgression. In the end, the cultural meaning of "Just for fun" was denoted.
期刊論文
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圖書論文
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