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題名:超越召喚:線上遊戲的快感從Žižek的觀點解析線上遊戲的意識型態運作
書刊名:資訊社會研究
作者:林宇玲 引用關係
作者(外文):Lin, Yu-lin
出版日期:2010
卷期:18
頁次:頁245-274
主題關鍵詞:召喚自傳式民俗誌快感意識型態齊澤克線上遊戲InterpellationAutoethographyEnjoymentJouissanceIdeologyŽižekOnline game
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(1) 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:1
  • 共同引用共同引用:30
  • 點閱點閱:68
本文嘗試從?i?ek的觀點,發展出一套解析線上遊戲意識型態的分析策略,並輔以實例來說明。首先,本文介紹?i?ek對Lacan完整欲望圖的詮釋和對傳統意識型態的批評,試圖以其「超越召喚」的訴求,走出文本分析的侷限。其次,利用完整欲望圖的兩層次——即意義層和快感層,發展一套解讀線上遊戲文本的意識型態分析策略。最後則以目前風行的免付費線上遊戲【楓之谷】,進行自傳式民俗誌的實例解讀。作者利用親身經驗來說明線上遊戲如何在無意識層面發揮意識型態的效果,同時配合玩家的電玩實踐一再生產遊戲的信念。本文試圖藉由個案進一步解釋?i?ek的「超越召喚」觀點,如何用來彌補傳統意識型態研究的不足。
Based on Žižek's work, this paper tries to develop a set of strategies online game Maplestory as an example. This paper includes three parts. In order to go beyond textual analysis, first of all, this paper introduces Žižek's interpretation about Lacan's complete graph of desire and his critique of traditional ideological studies. Secondly, based on the two levels of complete graph of desire, this paper develops a set of strategies of ideological analysis to examine the ideology of online games. Thirdly, this paper is engaged in auto-ethnographic reading Maplestory, a free-of-charge massively multiplayer online role playing game, in order to explain how the online games exercise their ideological effects in the unconscious aspect and how the gamers reproduce the beliefs of online games through the process of playing. Moreover, this paper also tries to affirm Žižek's idea that 'beyond interpellation' is a necessary complement to traditional ideological studies.
期刊論文
1.McIlveen, P.(2008)。Autoethnography as a method for reflexive research and practice in vocational psychology。Australian Journal of Career Development,17(2),13-20。  new window
2.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
3.Polsky, A. D.(2001)。Skins, patches, and plug-ins。Genders,34。  new window
4.Taylor, T. L.(2003)。Multiple pleasures: Women and online gaming。Convergence: The International Journal of Research into New Media Technologies,9(1),21-46。  new window
5.Glynos, Jason(2001)。The Grip of Ideology: A Lacanian Approach to the Theory of Ideology。Journal of Political Ideologies,6(2),191-214。  new window
6.Anderson, L.(2006)。Analytic autoethnography。Journal of contemporary ethnography,35(4),373-395。  new window
7.Kücklich, J.(2003)。Perspectives of Computer Game Philology。The International Journal of Computer Game Research,3(1)。  new window
8.蔣興儀、魏建國(2008)。拉岡的欲望倫理學:從弗洛伊德的「原初受虐性」到紀傑克的「穿越幻象」。人文及社會科學集刊,20(1),105-139。new window  延伸查詢new window
9.Tie, W.(2004)。The psychic life of governmentality。Culture, Theory & Critique,45(2),161-176。  new window
10.Vighi, F.、Feldner, H.(2007)。Ideology critique or discourse analysis?Žižek against Foucault。European Journal of Political Theory,6(2),141-159。  new window
11.de Freitas, E.、Paton, J.(2009)。(De)facing the self。Poststructural disruptions of the autoethnographic text,15(3),483-498。  new window
12.Dyson, M.(2007)。My story in a profession of stories。autoethnography-an empowering methodology for educators,32(1),36-48。  new window
13.Holt, N. L.(2003)。Representation, legitimation, and autoethnography: an autoethnographic writing story。International Journal of Qualitative Methods。  new window
14.Horwitz, N.(2005)。Contra the Slovenians。Returning to Lacan and away from Hegel,49(1),24-32。  new window
15.Kolo, C.、Baur, T.(2004)。Living a virtual life: social dynamics of online gaming。The International Journal of Computer Game。  new window
16.Mallon, B.、Webb, B.(2005)。Stand up and take your place。ACM Computer in Entertainment,3(1),1-20。  new window
17.McNay, L.(2003)。Out of the orrery? Situating language。Situating language,8(2),139-156。  new window
18.Moolenaar, R.(2004)。Slavoj Žižek and the real subject of politics。Studies in East European Thought,56(4),259-297。  new window
19.Nicol, B.(2000)。Normality and other kinds of madness。Zizek and the traumatic core of the subject,2(1),7-19。  new window
20.Parker, I.(2003)。Psychoanalytic narratives。Writing the self into contemporary cultural phenomena,13(2),301-315。  new window
21.Schott, G. R.、Hornell, K. R.(2000)。Girl gamers and their relationship with the gaming culture。Convergence: The International Journal of Research into New Media Technologies,6(4),36-53。  new window
22.Spry, T.(2001)。Perfoming autoethnography: an embodied methodological praxis。Qualitative Inquiry,7(6),706-732。  new window
23.Steintuehler, C. A.(2006)。Massively multiplayer online video game as participation in a discourse。Mind, Culture and Activity,13(1),38-52。  new window
24.Walden, E.(2006)。Subjects after new media。Quarterly Review of Film and Video,23(1),45-53。  new window
25.Gray, J. B(2005)。Althusser, ideology, and theoretical Foundations: theory and Communication。The Journal of New Media & Culture,3(1)。  new window
26.Žižek, S.(2004)。The structure of dominance today: a Lacanian view。Studies in East European Thought,56,383-403。  new window
27.Žižek, S.(1998)。The inherent transgression。Cultural Values,2(1),1-17。  new window
28.Žižek, S.(2003)。The violence of the fantasy。Communication Review,6(4),275-287。  new window
會議論文
1.林宇玲(2006)。兒童與線上遊戲:性別建構與文化實踐。香港。  延伸查詢new window
學位論文
1.Mortensen, T.(2003)。Pleasures of the player: flow and control in online games(博士論文)。Volda College and University of Bergen。  new window
圖書
1.Žižek, Slavoj、Wright, Elizabeth、Wright, Edmond(1999)。The Žižek Reader。Oxford:Blackwell Publishing。  new window
2.Žižek, Slavoj、季廣茂(2002)。意識形態的崇高客體。中央編譯出版社。  延伸查詢new window
3.Zizek, Slavoj(1994)。The Metastases of Enjoyment: Six Essays on Woman and Causality。Verso。  new window
4.Žižek, Slavoj(1999)。The Ticklish Subject: The Absent Centre of Political Ontology。Verso。  new window
5.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
6.林宇玲(2008)。兒童與網路:從批判角度探討偏遠地區兒童網路使用。臺北:秀威資訊科技股份有限公司。new window  延伸查詢new window
7.Žižek, Slavoj(1997)。The Plague of Fantasies。London:Verso。  new window
8.Žižek, Slavoj(1989)。The Sublime Object of Ideology。London:Verso。  new window
9.Žižek, Slavoj(2001)。On Belief: Thinking in Action。Routledge。  new window
10.Žižek, S.(2000)。Looking Awry: an Introduction to Jacques Lacan through Popular Culture。Cambridge, Mass.。  new window
11.Žižek, S.(1994)。Mapping Ideology。London。  new window
12.Parker, I.(2004)。Slavoj Zizek: A Critical Introduction。London。  new window
13.Althusser, L.、Rivkin, J. eds.、M. Ryan eds.(1998)。Ideology and Ideological State Apparatuses。Literary Theory: An Anthology。Malden。  new window
14.Fiske, J.(1998)。Cuiture, Ideology and Interpellation。Literary Theory: An Anthology。Malden。  new window
15.Hall, S.(1998)。The rediscovery of ideology of idelogy。Literary Theory, 1050-1087。Malden。  new window
其他
1.Belbase, S.,Bal Chandra, L.,Charles, T. P.(2008)。Autoethnography: A Method of Research and Teaching for Transformative Education,http://www.eric.ed.gov/ERICDocs/data/ericdocs2sql/content_storage_01/0000019b/80/3e/36/9a.pdf。  new window
2.Garite, M.(2003)。The ideology of interactivity (or video games and Taylorization of leisure),http://digra.org/dl/display_html?chid=05150.15436, 20060905。  new window
3.Juul, J.(2000)。What Computer Games Can and Can't Do?,http://www.jesperjuul.net/text/WCGCACD.html, 20051201。  new window
4.Juul, J.(1999)。A Clash between Game and Narration.M.A. Thesis 1998,http://www.jesperjuul.dk/thesis$d20051102。  new window
5.Žižek, S.。You may,http://www.lrb.co.uk/v21/n06/zize01_.html, 20070805。  new window
6.Žižek, S.(2006)。Is This Digital Democracy, or A New Tyranny of Cyberspace?,http://www.guardian.co.uk/comment/story/0,,1980156,00.html, 20070522。  new window
7.Žižek, S.。The Interpassive Subject,http://www.egs.edu/faculty/zizek/zizek-the-interpassive-subject.html, 20070410。  new window
圖書論文
1.林宇玲、林祐如(2006)。從召喚觀點解讀線上遊戲的性別再現。世新五十學術專書--傳播研究的傳承與創新。台北市:世新大學出版中心。  延伸查詢new window
 
 
 
 
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