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題名:論「新媒介科技迷」
書刊名:中華傳播學刊
作者:吳姿嫻
作者(外文):Wu, Tzu-hsien
出版日期:2011
卷期:19
頁次:頁97-146
主題關鍵詞:文本形式即內容新媒介TextForm is contentFansNew media
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(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:69
  • 點閱點閱:286
本文以新媒介(新傳播科技)之過度使用者(excessive users)作為思考起點,關注特別熱衷於新媒介形式本身的閱聽人,嘗試有別於網路成癮、網路狂或戀物癖等病症式眼光,而企圖從具能動性的「迷」來加以思考。因此,本文藉由討論「媒介文本」與「迷」之概念,指出由於新媒介的形式與內容之界線消融,其文本便具有「形式即內容」的特殊性,再進而從媒介融合的日常生活脈絡之立場主張「新媒介科技迷」有普遍存在的可能。文末則提出幾個深入探究新媒介迷的未來研究面向。
This article aims to provide a new understanding of "text" and "excessive users of new media." In contrast to past studies, I undertook a rethinking of the interaction between audiences and new media, and attempted to form a connection between "excessive users" and "fans" instead of "addiction." Under this current phenomenon, I discussed the range of media text and fans by way of reviewing related literature to re-examine the concepts of media text and fans. Thereby I argued that new media fans may indeed be widespread. Finally, some new conceptual perspectives are offered.
期刊論文
1.林以正(20030500)。成長與沉淪之間--網路,究竟是洪水猛獸或是新的契機?。學生輔導,86,104-119。  延伸查詢new window
2.Chiu, S. I.、Lee, J. Z.、Huang, D. S.(2004)。Video game addiction in children and teenagers in Taiwan。CyberPsychology and Behavior,7(5),571-581。  new window
3.方紫薇(20020600)。高低網路沉迷者在自我認同、情緒調整及人際互動上之差異。中華心理衛生學刊,15(2),65-97。new window  延伸查詢new window
4.張玉佩(20050100)。從媒體影像觀照自己:觀展/表演典範之初探。新聞學研究,82,41-85。new window  延伸查詢new window
5.劉慧雯(20010100)。電視廣告「效果」再論:語言遊戲的觀點。新聞學研究,66,97-125。new window  延伸查詢new window
6.Lu, H.-P.、Wang, S.-M.(2008)。The role of internet addiction in online game loyalty: an exploratory study。Internet Research,18(5),499-519。  new window
7.Coté, M.、Pybus, J.(2007)。Learning to immaterial labour 2.0: MySpace and social networks。Ephemera,7(1),88-106。  new window
8.周倩漪(19980100)。從王菲到菲迷--流行音樂偶像崇拜中性別主體的搏成。新聞學研究,56,105-134。new window  延伸查詢new window
9.張玉佩(20040600)。閱聽人概念的探索:從網路經驗出發。中華傳播學刊,5,37-71。new window  延伸查詢new window
10.Reed,A.(2005)。‘My blog is me’’: Texts and persons in UK online journal culture (and anthropology)。Ethnos,70,220-242。  new window
11.李偉斌(2001)。談「網路生活」與「網路成癮」。輔導通訊,66,46-51。  延伸查詢new window
12.Bakardjieva, M.、Smith, R.(2001)。The Internet in everyday life: Computer networking from the standpoint of the domestic user。New Media & Society,3,67-83。  new window
13.蔡珮(2005)。複合媒介的成癮現象探討。資訊社會硏究,8,121-154。new window  延伸查詢new window
14.Atkinson, J.(2005)。Conceptualizing global justice audiences of alternative media: The need for power and ideology in performance paradigms of audience research。The Communication Review,8,137-157。  new window
15.Banks, J.、Deuze, M.(2009)。Co-creative labour。International Journal of Cultural Studies,12,419-431。  new window
16.Bloustien, G.(2002)。Fans with a lot at stake: Serious play and mimetic excess in Buffy the Vampire Slayer。European Journal of Cultural Studies,5,427-449。  new window
17.Griffiths, M.(2008)。Videogame addiction: Further thoughts and observations。International Journal of Mental Health and Addiction,6,182-185。  new window
18.Grimes, S. M.(2006)。Online multiplayer games: A virtual space for intellectual property debates?。New Media & Society,8,969-990。  new window
19.Harrington, C. L.、Bielby,D. D.(2005)。Introduction: New directions in fan studies。American Behavioral Scientist,48,799-800。  new window
20.Herring, S. C.(2004)。Slouching toward the ordinary: Current trends in computer-mediated communication。New Media & Society,6,26-36。  new window
21.Daliot-Bul, M.(2007)。Japan’s mobile technoculture: The production of a cellular playscape and its cultural implications。Media, Culture & Society,29,954-971。  new window
22.Gray, J.(2003)。New audiences, new textualities: Anti-fans and non-fans?。International Journal of Cultural Studies,6(1),64-81。  new window
23.Hills, M.(2005)。Patterns of surprise: The “aleatory object"in psychoanalytic ethnography and cyclical fandom。American Behavioral Scientist,48,801-821。  new window
24.Livingstone, S.(2004)。The challenge of changing audiences: Or, what is the audience researcher to do in the age of the Internet?。European Journal of Communication,19(1),75-86。  new window
25.Gray, J.(2005)。Antifandom and the moral text: Television without pity and textual dislike。American Behavioral Scientist,48,840-858。  new window
26.Mehroof, M.、Griffiths, M. D.(2010)。Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety。Cyberpsychology, Behavior,and Social Networking,13,313-316。  new window
27.Silverstone, Roger(2002)。Complicity and collusion in the mediation of everyday life。New Literary History,33(4),761-780。  new window
28.Gosling, V. K.、Crawford, G.(2010)。Game scenes: Theorizing digital game audiences。Games and Culture。  new window
29.Tanke, J. D.、Murphy, K.(1967)。Collecting comic books: A study of the fan and curatorial consumption。Theorizing fandom: Fans, subcultures and identity,55-68。  new window
30.Sotamaa, O.(2010)。When the game is not enough: Motivations and practices among computer game modding culture。Games and Culture,5(3),239-255。  new window
會議論文
1.周榮、周倩(1997)。網路上癮現象、網路使用行為與傳播快感經驗之相關性初探。中華傳播學會1997年會,(會議日期: 1997年6月18-19日)。臺北:中華傳播學會。  延伸查詢new window
2.黃文珍(1994)。KTV使用對個人的意義硏究--快感經驗與社會性使用。  延伸查詢new window
3.龐惠潔(2003)。初探迷社群內階級與權力差異——以台灣傑尼斯迷爲例。台灣, 新竹。  延伸查詢new window
4.Wirman, H.(2007)。“I am not a fan,I just play a lot”--If power gamers aren’t fans,who are?。Tokyo。  new window
研究報告
1.林以正(2004)。多元自我的衝突與化解:網路實驗場。台北市。  延伸查詢new window
2.Castronova, E.(2001)。Virtual worlds: A first-hand account of market and society on the cyberian frontier。  new window
學位論文
1.吳姿嫻(2007)。MSN與日常生活(碩士論文)。世新大學。  延伸查詢new window
2.朱華瑄(2007)。從部落格的物質形式看部落客的自我技藝實作(碩士論文)。國立清華大學,新竹。  延伸查詢new window
3.謝佳凌(2001)。電視劇迷在虛擬社群中的交談意義(碩士論文)。國立政治大學,台北。  延伸查詢new window
4.李佩真(1998)。偶像文本的消費意義:迷與偶像關係之探討(碩士論文)。世新大學。  延伸查詢new window
5.簡妙如(1996)。過度的閱聽人:「迷」之初探(碩士論文)。國立中正大學。  延伸查詢new window
6.王竹正(2007)。即時通訊社群中軟體介面與人格特質對網路成癮的影響。淡江大學。  延伸查詢new window
圖書
1.Abercrombie, Nicholas、Longhurst, Brian J.(1998)。Audiences: A Sociological Theory of Performance and Imagination。Sage Publication。  new window
2.Jenkins, Henry(2006)。Fans, bloggers, and gamers: Exploring participatory culture。New York University Press。  new window
3.盧嵐蘭(20050000)。媒介消費:閱聽人與社會。臺北:揚智文化。new window  延伸查詢new window
4.Stephenson, W.(1967)。The Play Theory of Mass Communication。London, UK。  new window
5.Mcquail, Denis、陳芸芸、劉慧雯(200101)。最新大眾傳播理論。台北:韋伯文化。  延伸查詢new window
6.Jenkins, H.(1992)。Textual poachers: television fans and participatory cultures。New York:Routledge。  new window
7.Alvesson, Mats、Skoldberg, Kaj(2000)。Reflexive methodology: New vistas for qualitative research。Sage。  new window
8.Silverstone, Roger、陳玉箴(2003)。媒介概念十六講。臺北:韋伯。  延伸查詢new window
9.王智弘(2009)。網路諮商、網路成癮與網路心理健康。學富文化事業有限公司。  延伸查詢new window
10.Morley, David(1980)。The "Nationwide" audience: Structure and decoding。London:British Film Institute。  new window
11.de Certeau, Michel、Rendall, Steven F.(1984)。The Practice of Everyday Life。The University of California Press。  new window
12.Hills, Matt、朱華瑄(2005)。迷文化。韋伯。  延伸查詢new window
13.McQuail, Denis(1994)。Mass Communication Theory: An Introduction。Sage。  new window
14.Silverstone, Roger(1994)。Television and Everyday Life。Routledge。  new window
15.Jenkins, Henry(2006)。Convergence culture: Where old and new media collide。New York University Press。  new window
16.McLuhan, Herbert Marshall、鄭明萱(2006)。認識媒體--人的延伸。台北:貓頭鷹出版社。  延伸查詢new window
17.汪益、McLuhan, E..、Zingrone, F.(2004)。預知傳播紀事。台北市。  延伸查詢new window
18.陳正國、Fiske, J.(1993)。瞭解庶民文化。台北市。  延伸查詢new window
19.許夢芸、Barker, C.(2007)。文化硏究智典。台北縣:韋伯。  延伸查詢new window
20.馮建三、Morley, D.(1996)。電視,觀眾與文化硏究。台北市。  延伸查詢new window
21.Burn, A.(2006)。Reworking the text。Computer games: Text, narrative and play。Cambridge, UK。  new window
22.Gary, J.、Sandvoss, C.、Harrington, C. L.(2007)。Introduction: Why study fans?。Fandom: Identities and communities in a mediated world。  new window
23.Jenson, J.(1992)。Fandom as pathology: The consequences of characterization。The adoring audience: Fan culture and popular media。London。  new window
24.Pullen, K.(2000)。I-love-Xena: Creating online fan communities。Web studies: Rewiring media studies for the digital age。London。  new window
25.Scannell, P.(1988)。Radio times: The temporal arrangements of brocasting in the modern world。Television and its audience: International research perspectives。London。  new window
26.Staiger, J.(2005)。Media reception studies。New York。  new window
27.陳盈帆(2007)。反迷的「迷群」?從對抗情緒中產生的反迷閱聽人之探索——以反偶像社群爲例。2007中華傳播學會年會論文。台灣。  延伸查詢new window
其他
1.蔡珮芸,陳藝緯,高智亮(2004)。MSN新玩意!傳訊「理想的你」表創意,http://www.tvbs.com.tw/news/news_list.asp?no=suncomedy20040807113608, 20100630。  延伸查詢new window
2.異塵行者(2010)。舊火狐超越新火狐!拿Firefox 3.6.x改裝更好用Firefox 4.0介面,http://playpcesor.blogspot.com/2010/07/firefox-366-firefox-40.html, 20100725。  延伸查詢new window
3.張甄薇,高智亮(2005)。最新MSN對話面板KITTY正流行,http://www.tvbs.com.tw/news/news_list.asp?no=blue20050626123553, 20100630。  延伸查詢new window
4.創市際(2005)。上網怎能不IM ?即時通訊 $a聰明多變化,http://www.insightxplorer.com/news/news_02_23_05, 20080304。  延伸查詢new window
5.Ang,C. S.,Zaphiris, P.,Wilson, S.(2010)。Computer games and sociocultural play: An activity theoretical perspective,http://gac.sagepub.com/content/early/2010/03/16/1555412009360411.full.pdf+html, 20100702。  new window
6.Livingstone, S.(2003)。The changing nature of audiences: From the mass audience to the interactive media user,http://eprints.lse.ac.uk/417/, 20100504。  new window
7.Fackler, M.(2007)。In Korea, a boot camp cure for web obsession,http://www.nytimes.com/2007/11/18/technology/l8rehab.html?_r=l&ref=technology&oref=slogin, 20100628。  new window
8.Federman, M.(2004)。What is the meaning of the medium is the message?,http://individual.utoronto.ca/markfederman/article_mediumisthemessage.htm, 20080115。  new window
9.Sugizo(2010)。身體就是控制器 $a微軟Kinect是怎麼做到的?,http://www.techbang., 20100725。  延伸查詢new window
10.The Astonishing Tribe.(2010)。Future of screen technology,http://www.youtube.com/watch?v=g7_m0di305E&feature=player_embedded, 20100911。  new window
11.TVBS(2009)。怕被老闆抓包MSN僞裝軟體爆紅,http://www.tvbs.com.tw/news/news_list.asp?no=blue20090403125516, 20100630。  new window
圖書論文
1.Jenkins, H.(2005)。Game, the new lively art。Handbook of computer game studies。Cambridge, MA:The MIT Press。  new window
2.Raessens, J.(2005)。Computer games as participatory media culture。Handbook of computer game studies。The MIT Press。  new window
3.Griffiths, Mark D.(1998)。Internet addiction: Does it really exist?。Psychology and the internet: Intrapersonal, interpersonal, and transpersonal implications。Academic Press。  new window
 
 
 
 
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