:::

詳目顯示

回上一頁
題名:遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合
書刊名:新聞學研究
作者:張玉佩 引用關係
作者(外文):Chang, Yupei
出版日期:2009
卷期:98
頁次:頁1-45
主題關鍵詞:線上遊戲閱聽人研究反身性思考日常生活脈絡遊戲玩家Audience researchGame pleasureMMORPGReflexivityPlayers
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(7) 博士論文(1) 專書(2) 專書論文(0)
  • 排除自我引用排除自我引用:5
  • 共同引用共同引用:32
  • 點閱點閱:52
本文之研究目的,在於探索台灣線上遊戲玩家對於遊戲行為與經驗的主體詮釋;研究擷取過往閱聽人研究對於傳統媒體消費的詮釋經驗,以「遊戲歡愉」、「同儕社群」、「日常生活脈絡」與「反身性思考」作為研究架構,研究方法則採取深度訪談與行為觀察。 研究結果發現,遊戲歡愉源自於「遊戲明確規則下的升級快感(人機互動層面)」與「玩家間互動情誼(人際互動層面)」,後者成為遊戲玩家難以抗拒遊戲吸引力、脫離遊戲世界的主要原因。玩家的反身性思考會使玩家對於遊戲世界與現實落差進行反思,進而促成玩家抗拒遊戲魅力的可能。
This study explores how the meanings of online experiences are obtained in conjunction with offline world. Developed from audience research, the framework of this study includes ‘the pleasures of audience’, ‘the influences of interpretative communities’, ‘the context of everyday life’, and ‘the reflexivity of audience’. Participants were all recruited from Taiwan. Through interview and behavior observation were used as the method to collect data from the MMORPG players’ interpretations of their experiences. The results reflected two types of pleasure players obtained from the on-line game. First, the definition of the game rules brings a lot of pleasures to players during the moments of the human-computer interaction. Second, the intimacy of offline peer groups and cybercommunity become another important source of game pleasures, while that happens in the interpersonal communication. The second pleasure eventually becomes the major cause which players immerse in the game world, and may induce the internet addition disorder. Nevertheless, the reflexivity of players will arouse the consciousness which players may take resistant actions to the fascination of online game world.
期刊論文
1.Katz, Elihu、Liebes, Tamar(1984)。Once upon a Time, in Dallas。Intermedia,12(3),28-32。  new window
2.Green, C. Shawn、Bavelier, Daphne(2003)。Action Video Game Modifies Visual Selective Attention。Nature,423(6939),534-537。  new window
3.Smith, S. L.、Lachlan, K.、Tamborini, R.(2003)。Popular Video Games: Quantifying the Presentation of Violence and Its Context。Journal of Broadcasting & Electronic Media,47(1),58-76。  new window
4.Chappell, D.、Davies, M. N. O.、Griffiths, M. D.(200302)。Breaking the Stereotype: The Case of Online Gaming。CyberPsychology & Behavior,6(1),81-91。  new window
5.林宇玲(20070100)。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。新聞學研究,90,43-99。new window  延伸查詢new window
6.Durkin, Kevin、Barber, Bonnie(2002)。Not so doomed: Computer game play and positive adolescent development。Journal of Applied Developmental Psychology,23(4),373-392。  new window
7.Fernback, Jan(2007)。Beyond the Diluted Community Concept: A Symbolic Interactionist Perspective on Online Social Relations。New Media & Society,9(1),49-69。  new window
8.林宇玲(2008)。線上遊戲的批判媒體識讀:臺北縣國小寒假電腦營為例。教育資料與研究,80,53-82。  延伸查詢new window
9.Anderson, Craig A.(2004)。An Update on the Effects of Playing Violent Video Games。Journal of Adolescence,27(1),113-122。  new window
10.Eskelinen, Markku(2001)。The Gaming Situation。Game Studies: The International Journal of Computer Game Research,1(1)。  new window
11.Jansz, Jeroen(2005)。The Emotional Appeal of Violent Video Games for Adolescent Males。Communication Theory,15(3),215-241。  new window
12.Murray, Janet H.(2006)。Toward a Cultural Theory of Gaming: Digital Games and the Co-evolution of Media, Mind, and Culture。Popular Communication,4(3),185-202。  new window
13.Williams, Dmitri(2006)。Virtual Cultivation: Online Worlds, Offline Perceptions。Journal of Communication,56(1),69-87。  new window
會議論文
1.林鹤玲、鄭芳芳(200412)。線上遊戲合作行為與社會組織--以青少年玩家之血盟參與為例。2004台灣社會學會年會暨研討會。新竹。  延伸查詢new window
研究報告
1.資策會電子商務研究所(2003)。2003年我國家庭連網及應用內涵調查分析報告。臺北。  延伸查詢new window
2.資策會電子商務研究所(2002)。2002年我國家庭連網及應用內涵調查分析報告。臺北。  延伸查詢new window
圖書
1.Grossman, Dave、DeGaetano, Gloria(1999)。Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie & Video Game Violence。Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie & Video Game Violence。New York, NY:Crown。  new window
2.Abercrombie, Nicholas、Longhurst, Brian J.(1998)。Audiences: A Sociological Theory of Performance and Imagination。Sage Publication。  new window
3.拓墣產業研究所(2004)。遊戲產業白皮書。臺北:拓墣科技股份有限公司。  延伸查詢new window
4.Hobson, Dorothy(1982)。Crossroads: The drama of a soap opera。London:Methuen。  new window
5.林于勝(2004)。遊戲產業現況與發展趨勢分析。臺北市:財團法人資訊工業策進會資訊市場情報中心。  延伸查詢new window
6.Alasuutari, P.(1999)。Rethinking the Media Audience: The New Agenda。London:Sage。  new window
7.Radway, Janice A.(1987)。Reading the Romance: Women, Patriarchy, and Popular Literature。Chapel Hill, NC:U of North Carolina P。  new window
8.Ruddock, Andy(2001)。Understanding Audiences: Theory and Method。Understanding Audiences: Theory and Method。Thousand Oaks, CA:Sage。  new window
9.Storey, John(1999)。Cultural Consumption and Everyday Life。London:New York:Arnold:Oxford Univerity。  new window
10.傅鏡暉(20030000)。線上遊戲產業happy書:帶領你深入暸解on-line game產業。臺北:遠流。new window  延伸查詢new window
11.Ang, Ien(1985)。Watching Dallas: Soap Opera and the Melodramatic Imagination。Methuen。  new window
12.傻呼嚕同盟(2002)。線上遊戲:漫談線上遊戲獨特迷人的世界。台北:藍鯨。  延伸查詢new window
13.Giddens, Anthony(1984)。The Constitution of Society: Outline of the Theory of Structuration。Cambridge:Polity Press。  new window
14.Silverstone, Roger(1994)。Television and Everyday Life。Routledge。  new window
15.黃光國(1997)。青少年的價值觀。青少年白皮書。臺北。  延伸查詢new window
16.(2004)。2004年網際網路應用及發展年鑑。2004年網際網路應用及發展年鑑。臺北。  延伸查詢new window
17.Arendt, Hannah(1982)。Imagination。Lectures on Kant's Political Philosophy。Chicago, IL。  new window
18.Carr, Diane、Burn, Andrew(2006)。Defining Game Genres。Computer Games: Text, Narrative and Play。Cambridge, UK。  new window
19.Dovey, Jon、Kennedy, Helen W.(2006)。Game Cultures: Computer Games as New Media。Berkshire:Open University Press。  new window
20.Juul, J.(2005)。Half-real: Video Games between Real Rules and Fictional World。Half-real: Video Games between Real Rules and Fictional World。Cambridge, MA。  new window
21.Santrock, John W.(2007)。Adolescence。Adolescence。New York, NY。  new window
22.Thompson, Clive(2002)。Violence and the Political Life of Videogames。Game on: The History and Culture of Videogames。London, UK。  new window
其他
1.交通部統計處(2005)。臺灣地區民眾使用網際網路狀況調查摘要分析。  延伸查詢new window
2.行政院研考會(2005)。九十四年數位落差調查。  延伸查詢new window
3.資策會電子商務研究所(2004)。由「2003年家庭連網應用調查」分析線上遊戲族群特性。  延伸查詢new window
4.資策會電子商務研究所(2003)。線上遊戲用戶特性分析。  延伸查詢new window
5.資策會電子商務研究所(2003)。由臺灣網路世代消費者行為看無線遊戲發展模式:線上遊戲的下一章。  延伸查詢new window
6.Yee, N.(2002)。Ariad - Understanding MMORPG Addition。  new window
圖書論文
1.Morley, David(1999)。'To boldly go…': The 'third generation' of reception studies。Rethinking the media audience: The new agenda。London:Sage。  new window
2.Hoijer, Birgitta(1999)。To be an audience。Rethinking the media audience: The new agenda。London:Sage。  new window
3.Aarseth, Espen(2004)。Genre Trouble: Narrativism and the Art of Simulation。First Person: New Media as Story, Performance and Game。Cambridge, MA:MIT Press。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關著作
 
QR Code
QRCODE