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題名:偏遠地區學童的電玩實踐與性別建構--以臺北縣烏來地區某國小六年級學童為例
書刊名:新聞學研究
作者:林宇玲 引用關係
作者(外文):Lin, Yuling
出版日期:2007
卷期:90
頁次:頁43-99
主題關鍵詞:性別建構兒童跨性別電玩實踐電腦遊戲Gender constructionChildCross-genderGame-playing practicesComputer games
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(8) 博士論文(1) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:6
  • 共同引用共同引用:112
  • 點閱點閱:136
本研究採用後結構女性主義觀點,深入調查台北縣偏遠地區國小六年級學童在校的電玩實踐。我們發現,偏遠地區學童多來自原住民或低收入家庭,其電玩實踐不僅受到在地性影響,面對電玩論述時且還凸顯了性別認同。在電玩實踐與性別建構方面,本研究發現:(一)學童不但意識到電玩的性別化特質,也利用電玩來「做性別」;(二)性別影響學童的電玩偏好與品味,即男生偏好採用征服性的電玩型態,女孩則傾向彈性或社交性的電玩型態;(三)學童電玩活動涉及複雜的集體實現與權力抗爭,如同儕團體常在電腦教室裡左右學童的電玩實踐。而學童因害怕被孤立,會避免採用「性別不正確」的電玩型態,而已被排斥的學童則較無這方面的顧忌;(四)採用跨性別的電玩實踐者較性別化的電玩實踐者更易挑戰既存性別模式,並提出另類性別觀。
Based on poststructuralist feminism, this study investigates how sixth-grade students in a remote area play computer games in their computer class. This study finds that the game practices of schoolchildren who come from indigenous and low-income families are influenced and limited by the local culture in which they live. When they play computer games, their gender identity is most prominent in the eyes of others. This work presents four important findings: (1) Schoolchildren are aware of the gendered characteristics of computer games, and also exhibit their gender by playing games. (2) Gender is an influential factor in children’s game preferences and tastes--boys prefer the mastery pattern and girls favor the sociable pattern. (3) Schoolchildren’s game-playing practices are involved in collective accomplishment and power struggle. Within the context of the computer lab, gender-based peer groups will influence and limit schoolchildren’s game practices. Because of a fear of being isolated, they avoid gender-atypical play, with the exception of a few. (4) Cross-gender players are more likely to challenge the preexisting sex differences and to propose the alternative perspective than those gender-polarized players.
期刊論文
1.林宇玲(20050600)。從性別角度探討偏遠地區學童的網頁製作。女學學誌,19,105-156。new window  延伸查詢new window
2.張弘毅、林姿君(20030600)。國高中生對網路遊戲的使用研究。教學科技與媒體,64,36-52。new window  延伸查詢new window
3.Bryce, J.、Rutter, J.(2003)。Gender dynamics and the social and spatial organization of computer gaming。Leisure Studies,22(1),1-15。  new window
4.Livingstone, Sonia(2003)。Children's Use of the Internet: Reflections on the Emerging Research Agenda。New Media & Society,5(2),147-166。  new window
5.Schleiner, Anne-Marie(2001)。Does Lara Croft Wear Fake Polygons? Gender and Gender-role Subversion in Computer Adventure Games。Leonardo,34(3),221-226。  new window
6.Lucas, Kristen、Sherry, John L.(2004)。Sex Differences in Video Game Play: A Communication-based Explanation。Communication Research,31(5),499-523。  new window
7.林宇玲(20050100)。偏遠地區兒童的網路使用與性別化同儕文化的發展。新聞學研究,82,87-131。new window  延伸查詢new window
8.紀惠英、劉錫麒(20000600)。泰雅族兒童的學習世界。花蓮師院學報,10,65-100。new window  延伸查詢new window
9.朱慧清(20000800)。從原住民學童的學校成就談家庭文化的衝擊。原住民教育季刊,19,41-49。  延伸查詢new window
10.Lather, P.(1992)。Critical frames in educational research: Feminist and post-structural perspectives。Theory into Practice,31(2),87-99。  new window
11.李順興(20020300)。「玩家+化身」的狂想曲:論電玩的制動角色與環境。Intergrams,4(1),(1)1-(1)41。new window  延伸查詢new window
12.譚光鼎、林明芳(20020600)。原住民學童學習式態的特質--花蓮縣秀林鄉泰雅族學童之探討。教育研究集刊,48(2),233-261。new window  延伸查詢new window
13.Boyle, D. Ellen、Marshall, Nancy L.、Robeson, Wendy W.(2003)。Gender at Play: Fourth-grade Girls and Boys on the Playground。American Behavioral Scientist,46(10),1326-1345。  new window
14.徐廷兆(2004)。偏遠地區資訊服務推動現況。研考雙月刊,28(1),103-111。  延伸查詢new window
15.江桂珍(2004)。概述烏來泰雅族。國立歷史博物館館刊:歷史文物,14(5),38-50。  延伸查詢new window
16.陳怡安(2002)。線上遊戲之新天堂樂園。資訊社會研究,3,183-214。  延伸查詢new window
17.Nightingale, Andrea(2003)。A Feminist in the Forest: Situated Knowledges and Mixing Methods in Natural Resource Management。ACME: An International E-Journal for Critical Geographies,2(1),77-90。  new window
18.Van Schie, Emil G. M.、Wiegman, Oene(1997)。Children and Videogames: Leisure Activities, Aggression, Social Integration, and School Performance。Journal of Applied Social Psychology,27(13),1175-1194。  new window
19.Orleans, Myron、Laney, Margaret C.(2000)。Children's Computer Use in the Home: Isolation or Sociation?。Social Science Computer Review,18(1),56-72。  new window
20.Funk, Jeanne B.、Buchman, Debra D.(1996)。Children's Perceptions of Gender Differences in Social Approval for Playing Electronic Games。Sex Roles,35(3/ 4),219-231。  new window
21.Malin, Merridy(2003)。Competing Interests between Researcher, Teacher and Student in the Ethics of Classroom Ethnography。Westminster Studies in Education,26(1),21-31。  new window
22.Brumbaugh, A. M.、Lee, R. G.(2003)。Gender and Technology-based Games。Advances in Consumer Research,30,91-93。  new window
23.Meetoo, Danny、Temple, Bogusia(2003)。Issues in Multi-method Research: Constructing Self-care。International Journal of Qualitative Methods,2(3)。  new window
24.Darbyshire, P.、MacDougall, C.、Schiller, W.(2005)。Multiple Methods in Qualitative Research with Children: More Insight or Just More?。Qualitative Research,5(4),417-436。  new window
25.Polsky, Allyson D.(2001)。Skins, Patches, and Plug-ins: Becoming Woman in the New Gaming Culture。Genders,34。  new window
26.Gentile, Douglas A.、Lynch, Paul J.、Linder, Jennifer Ruh、Walsh, David A.(2004)。The Effect of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance。Journal of Adolescence,27(1),5-22。  new window
27.Morse, Janice M.、Chung, Seung Eun(2003)。Toward Holism: The Significance of Methodological Pluralism。International Journal of Qualitative Methods,2(3)。  new window
28.Walkerdine, Valerie(1999)。Violent Boys and Precocious Girls: Regulating Childhood at the End of the Millennium。Contemporary Issues in Early Childhood,1(1),3-23。  new window
會議論文
1.傅麗玉、張志立(2002)。初探青少年網路族群不平等:以竹苗地區泰雅族與平地國中生為例。0。  延伸查詢new window
2.Beavis, Catherine(1998)。Computer Games: Youth Culture, Resistant Readers and Consuming Passions。0。  new window
3.趙小玲、劉奕蘭(1999)。國小學童所知覺的父母婚姻暴力與行為問題關聯之研究。0。  延伸查詢new window
4.浦忠勇(2001)。數位科技會使原住民更邊緣化嗎?-談「社會公平與數位落差」。0。  延伸查詢new window
學位論文
1.趙梅華(2002)。電腦冒險遊戲對國小高年級學童的創造力、問題解決能力與成就動機之影響(碩士論文)。國立臺南師範學院。  延伸查詢new window
2.鄭朝誠(2004)。線上遊戲玩家的遊戲行動與意義(碩士論文)。世新大學。  延伸查詢new window
3.黃雅慧(2004)。虛擬世界中的真實人生:線上遊戲成癮現象及其相關因素探究(碩士論文)。世新大學。  延伸查詢new window
4.羅幼蓮(1998)。桃園縣國小原住民與非原住民學生性知識來源、性知識與性態度之研究(碩士論文)。國立花蓮師範學院。  延伸查詢new window
5.林育賢(2001)。電玩暴力對學童攻擊行為之效果研究(碩士論文)。世新大學,臺北。  延伸查詢new window
6.賴柏偉(2002)。虛擬社群:一個想像共同體的形成--以線上角色扮演遊戲《網路創世紀》為例(碩士論文)。世新大學。  延伸查詢new window
7.侯蓉蘭(2003)。角色扮演的網路遊戲對少年自我認同的影響(碩士論文)。東海大學,台中。  延伸查詢new window
8.邱絨軒(2004)。沉迷網路遊戲高中生心理經驗之研究(碩士論文)。國立高雄師範大學。  延伸查詢new window
9.王盈惠(2002)。國中生電子遊戲經驗與學習參與、人際關係、偏差行為之關係研究(碩士論文)。國立高雄師範大學,高雄。  延伸查詢new window
10.郭孟佳(2005)。公主變女傭:觀光發展下的烏來泰雅族女性(碩士論文)。世新大學。  延伸查詢new window
11.蘇船利(2002)。學童暴力電子遊戲經驗與死亡概念、死亡態度相關性之研究(碩士論文)。臺東師範學院。  延伸查詢new window
12.羅健霖(2002)。泰雅族男童的世界觀:兼論其教育意義(碩士論文)。國立花蓮師範學院。  延伸查詢new window
13.李士傑(1998)。民眾參與的網路運動-推動「偏遠地區上網」計畫的經驗研究,0。  延伸查詢new window
14.莊元妤(2002)。臺北市國小高年級兒童電腦遊戲行為與創造力、寂寞感之相關研究,0。  延伸查詢new window
15.林奎佑(2003)。電玩-慾望與機器的共生體,0。  延伸查詢new window
16.Chu, Kaitlan Chunhui(2004)。Gender Reactions to Games for Learning among Fifth and Eighth Graders,0。  new window
17.黃田正美(2005)。「非父系社會」原住民國中生性別價值觀與態度之探討,0。  延伸查詢new window
圖書
1.Berger, A. A.(2002)。Video games: A popular culture phenomenon。New Brunswick, New Jersey:Transaction。  new window
2.Connolly, Paul(1998)。Racism, Gender Identities and Young Children: Social Relations in a Multi-ethnic, Inner-city Primary School。Racism, Gender Identities and Young Children: Social Relations in a Multi-ethnic, Inner-city Primary School。London, UK:Routledge。  new window
3.Skelton, C.(2001)。Schooling the boys: Masculinities and primary education。Buckingham:Open University Press。  new window
4.陳俞霖(2003)。網路同儕對N世代青少年的意義:認同感的追尋。高雄:嘉義縣大林鎮:復文:南華大學社會學研究所。new window  延伸查詢new window
5.Fiske, John(1989)。Reading the Popular。London:Routledge。  new window
6.林宇玲(20020000)。網路與性別。臺北:華之鳳科技。new window  延伸查詢new window
7.Hardign, S.(1986)。The Science Question in Feminism。Milton Keynes:Open University Press。  new window
8.Nakamura, Lisa(2002)。Cybertypes: Race, Ethnicity, and Identity on the Internet。Cybertypes: Race, Ethnicity, and Identity on the Internet。New York, NY/ London, UK:Routledge。  new window
9.Smith, Charles A.、呂翠夏(2002)。兒童的社會發展:策略與活動。臺北市:桂冠。  延伸查詢new window
10.Buckingham, David(2002)。The Electronic Generation? Children and New Media。Handbook of New Media: Social Shaping and Consequences of ICTs。London, UK。  new window
11.Greenfield, Patricia Marks(1984)。Mind and Media: The Effects of Television, Video Games and Computers。Mind and Media: The Effects of Television, Video Games and Computers。London, UK。  new window
12.MacNaughton, Glenda(2000)。Rethinking Gender in Early Childhood Education。Rethinking Gender in Early Childhood Education。St Leonards, Australia。  new window
13.Orr Vered, Karen(1998)。Blue Group Boys Play Incredible Machine, Girls Play Hopscotch: Social Discourse and Gendered Play at the Computer。Digital Diversions: Youth Culture in the Age of Multimedia。London, UK。  new window
14.Cassell, Justine、Jenkins, Henry(1998)。Chess for Girls? Feminism and Computer Games。From Barbie to Mortal Kombat: Gender and Computer Games。Cambridge, MA。  new window
15.Jenkins, Henry(1998)。Complete Freedom of Movement: Video Games as Gendered Play Spaces。From Barbie to Mortal Kombat: Gender and Computer Games。Cambridge, MA。  new window
16.Alloway, Nola、Gilbert, Pam(1998)。Video Game Culture: Playing with Masculinity, Violence and Pleasure。Wired-up: Young People and the Electronic Media。London, UK。  new window
17.Yates, Simeon J.、Littleton, Karen(2001)。Understanding Computer Game Cultures: A Situated Approach。Virtual Gender: Technology, Consumption and Identity。London, UK。  new window
18.Oksman, Virpi(2002)。"So I Got It into My Head That I Should Set up My Own Stable..." Creating Virtual Stables on the Internet as Girls' Own Computer Culture。Women & Everyday Uses of the Internet: Agency & Identity。New York, NY。  new window
19.Nakamura, Lisa(2004)。Interrogating the Digital Divide: The Political Economy of Race and Commerce in New Media。Society Online: The Internet in Context。London, UK。  new window
其他
1.Chandler, D.(1994)。Video Games and Young Players,0。  new window
2.American Association of University Women(2000)。Girls and Computer Games,0。  new window
3.Wright, K.(2000)。In Their Own Voices: 'Girls on Track',0。  new window
4.Livingstone, Sonia,Bovill, Moira(2001)。Families and the Internet: An Observational Study of Children and Young People's Internet Use,0。  new window
5.Jenkins, H.(2001)。From Barbie to Mortal Kombat: Further Reflections,0。  new window
6.Kaufmann, Jodi(2001)。Oppositional Feminist Ethnography: What Does It Have to Offer Adult Education?,0。  new window
7.Ivory, J. D.(2001)。Video Games and the Elusive Search for Their Effects on Children: An Assessment of Twenty Years of Research,0。  new window
8.Liberman, C. J.(2002)。Analyzing the Gaming Culture: Do Gender and Age Play a Role in the Utilization of and Motivation for Video Games?,0。  new window
9.Bryce, Jo,Rutter, Jason(2002)。Killing Like a Girl: Gendered Gaming and Girl Gamers' Visibility,0。  new window
10.Merriam, Sharan B.(2002)。The Nature of Qualitative Inquiry: Introduction to Qualitative Research,0。  new window
11.Fromme, Johannes(2003)。Computer Game as a Part of Children's Culture,0。  new window
12.Agosto, Denise E.(2003)。Girls and Gaming: A Summary of the Research with Implications for Practice,0。  new window
13.Kerr, Aphra(2003)。Girls Just Want to Have Fun,0。  new window
14.Bryce, Jo,Rutter, Jason(2003)。The Gendering of Computer Gaming: Experience and Space,0。  new window
15.行政院發展考核研究委員會(2005)。94個人�家戶數位調查報告,0。  延伸查詢new window
圖書論文
1.Lax, S.(2001)。Information, Education and Inequality: Is New Technology the Solution?。Access Denied in the Information Age。London:Palgrave。  new window
 
 
 
 
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