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題名:臺灣線上遊戲的在地情境與全球化文化流動
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:2012
卷期:113
頁次:頁77-122
主題關鍵詞:文化工業在地化全球化媒體文化線上遊戲GlobalizationOnline gamingMedia cultureLocalizationCulture industry
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(4) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:3
  • 共同引用共同引用:114
  • 點閱點閱:165
線上遊戲作為文化工業產品,身處於文化意義、社會連結、政治與經濟變遷所共同編織起的網絡之中;在高資本與技術的門檻之下,線上遊戲也成為跨國媒體市場流動的代表。台灣身處於亞洲線上遊戲鍊結之重要一環,銜接起來自他國遊戲的在地化落實與本地遊戲文化的跨國傳遞。據此,本文透過檔案資料分析與深度訪談,描繪台灣線上遊戲產業興起的在地社會脈絡,透過其產業的全球化鍊結關係,瞭解媒體文化在全球化與在地化過程的拉扯以及醞釀於其中的不對等權力關係。 研究結果有二。第一,本文將線上遊戲產業在台灣的發展分為醞釀期、起飛期與成熟期等三個階段,在醞釀期間,科技的物質結構發展扮演重要角色,起飛期與成熟期的政府政策與社會條件則影響較深。第二,在全球化文化流動上,本文歸納出語言、使用者特性與文化活動等三種在地化策略,並且提出在不對等的權力關係流動之下,存在著在地規範與文化鄰近性等兩種文化流動門檻。
Online games are interlaced with cultural meaning, social connection, politics, and economic change. Based on a secondary data analysis of government documents, content analyses of game Web sites, and interviews with gaming companies, we describe the technological, political, and social forces that formulate the online gaming industry in Taiwan and construct a novel model to understand how the global culture of online gaming interacts with local contexts. As a global-culture industry, online gaming merges the borders of dominant and subordinate nations. Most Taiwanese game companies simultaneously localize foreign games and export self-producing games. Although game companies export online games, they focus on language localization, gamer-behavior pattern localization, and cultural customs localization. The flows of globalization are limited by 2 obstacles: local regulations and cultural proximity.
期刊論文
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2.林宇玲(20110700)。線上遊戲與性別建構。新聞學研究,108,51-58。new window  延伸查詢new window
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7.Lucas, Kristen、Sherry, John L.(2004)。Sex Differences in Video Game Play: A Communication-based Explanation。Communication Research,31(5),499-523。  new window
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10.鄭凱元(20110700)。線上遊戲與數位世界的實在與價值。新聞學研究,108,41-50。new window  延伸查詢new window
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13.林鶴玲(20110700)。從玩家到研究者、從研究者到玩家:遊戲經驗與遊戲文化研究。新聞學研究,108,19-25。new window  延伸查詢new window
14.Straubhaar, J.(1991)。Beyond Media Imperialism: Asymmetrical Independency and Cultural Proximity。Critical Studies in Mass Communication,8(1),39-59。  new window
15.張玉佩、邱馨玉(20100000)。遊戲媒體文化之男性氣概探索:文本結構與玩家詮釋。傳播與社會學刊,12,111-146。new window  延伸查詢new window
16.張祐銘、張弘毅(20111000)。非休閒遊戲的玩家動機--以任天堂DS為例。資訊傳播研究,2(1),81-98。new window  延伸查詢new window
17.魏玓(20100700)。「新亞洲電影」的打造與拆解。新聞學研究,104,161-194。new window  延伸查詢new window
18.鄭陸霖(19920900)。全球商品鍊與半邊陲國家之鞋類出口。思與言,30(3),107-139。new window  延伸查詢new window
19.黃毓銘(20010700)。臺灣地區的勞動轉型。資訊社會研究,1,257-278。new window  延伸查詢new window
20.張玉佩(20110600)。線上遊戲之閱聽人愉悅經驗探索。中華傳播學刊,19,61-95。new window  延伸查詢new window
21.林宇玲(2010)。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。資訊社會研究,18,245-274。new window  延伸查詢new window
22.林羽婕(2011)。視覺昇華、醜學翻轉:以【大玩特玩:遊戲美學展】為例。新聞學研究,108,27-32。new window  延伸查詢new window
23.邱淑惠、陳家綺、陳重均(2010)。兒童在【楓之谷】做些甚麼?探討兒童玩線上遊戲的行為與態度。教學科技與媒體,94,25-39。new window  延伸查詢new window
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25.楊東震、邱俊智(2010)。線上遊戲玩家網路休閒行為成癮研究。運動健康與休閒學刊,17,115-131。  延伸查詢new window
26.蕭衛鴻、常棕盛(2011)。歐美亞各國主要數位遊戲分級制度之探討。資訊社會研究,19(1),131-159。new window  延伸查詢new window
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28.Ang, C. S.(2006)。Rules, gameplay, and narratives in video games。Simulation & Gaming,37(3),306-325。  new window
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研究報告
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圖書
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6.Iwabuchi, Kōichi(2002)。Recentering Globalization: Popular Culture and Japanese Transnationalism。Duke University Press。  new window
7.周添城、林志誠(1999)。台灣中小企業的發展機制。臺北:聯經出版社。new window  延伸查詢new window
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9.Lee, Chin-Chuan(1980)。Media imperialism reconsidered。Beverly Hills:Sage。  new window
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11.經濟部工業局(2010)。2010台灣數位內容產業年鑑。台北:經濟部工業局。  延伸查詢new window
12.Adorno, T. W.、Horkheimer, M.(1944)。Philosophische Fragmente。New York:Social Studies Association。  new window
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其他
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2.陳文生,楊建民(2005)。台灣網際網路發展史編撰研究計畫期末報告,http://www.twnic.net.tw/download/ip-94-1.pdf。  延伸查詢new window
圖書論文
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2.Carr, D.、Burn, A.(2006)。Defining game genres。Computer games: Text, narrative and play。Cambridge:Polity Press。  new window
 
 
 
 
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