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題名:以多元智慧理論探討電子競技列入運動項目之可行性
書刊名:大專體育
作者:陳品安潘義祥 引用關係陳文長 引用關係
作者(外文):Chen, Pin-anPan, Yi-hsiangChen, Wen-chang
出版日期:2016
卷期:138
頁次:頁55-62
主題關鍵詞:智慧操作教育功能思維能力團隊合作精神Operational intelligenceEducational functionThinking abilitySpirit of teamwork
原始連結:連回原系統網址new window
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近年來,電子競技的發展蓬勃而迅速,在全球各地皆掀起電子競技熱潮,國外許多先進國家皆把電子競技列入正式運動項目之內,本文目的係透過「多元智慧」理論為基礎,綜合國內外學者所見,並融入研究者個人看法,將電子競技各類遊戲類型所需之多元智慧操作以系統化的方式呈現,並探討電子競技列入運動項目之可行性。透過國內外文獻的彙整,本文將電子競技分為不同類型,逐一分析各類型電子競技進行時所需的多元智慧操作;結果發現需要具備語文智慧操作的有冒險遊戲、角色扮演遊戲與益智遊戲;需要具備邏輯數學智慧操作的有動作遊戲、格鬥遊戲、冒險遊戲、模擬遊戲與益智遊戲;需要具備空間智慧操作的有動作遊戲、格鬥遊戲、冒險遊戲、模擬遊戲、射擊遊戲、賽車遊戲與益智遊戲;需要具備肢體動覺智慧操作的有動作遊戲、格鬥遊戲、射擊遊戲、賽車遊戲、體育遊戲與音樂遊戲;需要具備音樂智慧操作的有射擊遊戲、賽車遊戲、體育遊戲、音樂遊戲與益智遊戲;需要具備人際智慧操作的有冒險遊戲、角色扮演遊戲、模擬遊戲、賽車遊戲與體育遊戲;需要具備內省智慧操作的有動作遊戲、格鬥遊戲、賽車遊戲、體育遊戲與益智遊戲;需要具備自然觀察智慧操作的有動作遊戲、格鬥遊戲、角色扮演遊戲、模擬遊戲、射擊遊戲與益智遊戲。電子競技具備提升八大智慧的教育功能,能鍛鍊思維能力、協調能力、反應能力、以及心臟、眼睛、手臂、腿與意志力,並能培養團隊合作的精神,具有列入運動項目的可行性。
In recent years, the rapid development of E-sports around the world have set off a boom, and many advanced foreign countries have formally designated E-sports as a sport. Informed by multiple intelligences theory, this paper compiles and discusses relevant research to understand how different intelligences operate in different kinds of E-sports. It analyzes the feasibility of considering E-sports as a sport from multiple intelligences perspective. The method was to subcategorize different types E-sports, and analyze the specific intelligences required by different types one by one. The results of this paper show that: linguistic intelligence was needed in adventure games, role-playing games, and puzzle games; logical-mathematical intelligence was needed in action games, fighting games, adventure games, simulation games, and puzzle games; spatial intelligence was needed in action games, fighting games, adventure games, simulation games, shooting games, racing games, and puzzle games; bodily-kinesthetic intelligence was needed in action games, fighting games, shooting games, racing games, sports games, and music games; musical intelligence was needed in shooting games, racing games, sports games, music games, and puzzle games; interpersonal intelligence was needed in adventure games, role-playing games, simulation games, racing games, and sports games; intrapersonal intelligence was needed in action games, fighting games, racing games, sports games, and puzzle games; naturalist intelligence was needed in action games, fighting games, role-playing games, simulation games, shooting games, and puzzle games. Participation in E-sports can promote thinking ability, coordination, reaction, eyes, arms, legs, and willpower, and it could also to cultivate the spirit of teamwork. E-sports had a multitude of educational functions, and should be formally included within the field of sports.
期刊論文
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會議論文
1.Wagner, M. G.(2006)。On the scientific relevance of eSports。International Conference on Internet Computing。  new window
學位論文
1.王為國(2000)。國民小學應用多元智能理論的歷程分析與評估之研究(博士論文)。國立臺灣師範大學。new window  延伸查詢new window
2.唐周毅(2008)。電子競技運動之發展與策略(碩士論文)。國立臺灣體育大學,臺中市。  延伸查詢new window
圖書
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其他
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2.TeSL臺灣電子競技聯盟(2013)。隊伍資訊,http://www.sf2pl.com/content/team.html。  延伸查詢new window
3.蘋果日報(2012)。「英雄聯盟」世界大賽 臺灣電玩小子奪冠,http://www.appledaily.com.tw/appledaily/article/headline/20121015/34574611/。  延伸查詢new window
 
 
 
 
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