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題名:探討虛擬角色媒體特質之演變
書刊名:International Journal of Digital Media Design
作者:陳啟雄陳俊宏徐方正 引用關係
作者(外文):Chen, Chi-hsiungChen, Jun HongHsu, Fang Cheng
出版日期:2021
卷期:13:1
頁次:頁57-68
主題關鍵詞:虛擬角色虛擬偶像媒體特質Virtual charactersVirtual idolsMedia characteristics
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(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:25
  • 點閱點閱:8
隨著網際網路的進步,媒體生態逐漸個人化,提升了民眾主導性與參與感。虛擬角色只能透過媒體的傳播與大眾交流,然而當代新媒體產生了一些不具有敘事性質的角色,例如:數位遊戲的「馬力歐」(Mario),Line社群的「Line Friend」貼圖,虛擬歌手「Hatsune Miku」(初音未來)等;打破了以往對於角色的形象概念,以及大眾對角色的認知方式。本研究目的是探討虛擬角色的特質與媒體的連結關係。透過文獻探討分析角色定義的意涵、媒體形式與角色特質之關聯性,透過確立角色發展的3個時代。再推演出4個角色面向與6種類型與價值,根據類型選擇具有代表性之虛擬角色圖像,以及10個媒體特質問項作成量表。調查對象為347位國內大學生,並將資料透過ANOVA變異數分析與獨立T檢定進行驗證,其結果顯示出角色媒體特質的存在,並且類型上與不同族群的認知具有差異性,並做出以下結論:1.媒體特質是群體的協作關係。2.跨越媒體與時代的多元價值。3.智慧化是重要的核心精神。4.促使人們虛擬角色化。希望研究結果能作為未來相關角色創作與設計產業之參考。
With the advancement of the Internet, the media ecology has gradually become individualized, which
has enhanced the people's sense of dominance and participation. Virtual characters can only
communicate with the public under the media. However, the new media have change that appeared
some non-narrative characters. For example: "Mario" of digital games, "Line Friend" stickers of Line
community, the virtual idol "Hatsune Miku" (singer), etc.; those break the previous concept of the
character image and the public's way of cognition of characters. Therefore, this research is to explore
the connection between the feature of virtual characters and the media. Through literature discussion
and analysis of the meaning of role definitions, the relevance of media forms and characteristics,
through the establishment of three eras of virtual character development to summarize 4 traits
orientations and 6 types and values, and select images represented from types of characters and 10
media characteristics to develop a scale. The survey subjects were 347 domestic college students, and
the data verified by ANOVA analysis of variance and independent T-test. The results show the
existence of character media traits, as also the cognition is different from genre the and different
groups, following conclusions were made: 1. The media traits have been coming collaborative
relationship of community groups. 2. Able to diversified values of transmedia and age. 3. Intelligence is an important core spirit. 4. people will be gradually virtualization themselves. It is hoped that the
research results can be used as a reference for future related character creation and design industry.
期刊論文
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8.顏亦敏、李峻德(20181200)。對話情境、貼圖類型與社會臨場感研究:以LINE貼圖為例。教育傳播與科技研究,119,1-13。new window  延伸查詢new window
9.洪珮華、林榮泰(20170700)。敘事文本影響小學生角色設計創造力初探。設計學研究,20(1),45-71。new window  延伸查詢new window
10.小高裕次(20110700)。日本のサブカルチャーにおけるアマチュア創作活動の特質--初音ミクを例に。中日文化論叢,28,91-104。  延伸查詢new window
11.尤仲雯、許鳳玉、張倞菱(20181200)。自媒體與時尚新媒體的合作關係研究探討--以部落客為實驗操作。實踐設計學報,12,38-51。new window  延伸查詢new window
12.洪珮華、林榮泰(2016)。虛擬角色個性其適配色彩與造型之相關性探究。人因工程學刊,18(1),45-56。  延伸查詢new window
13.顏厥安(20180900)。人之苦難,機器恩典必看顧安慰:人工智慧、心靈與演算法社會。政治與社會哲學評論,66,103-150。new window  延伸查詢new window
14.李家豪、郭原昌(20191200)。使用者經驗對LINE貼圖傳達價值之購買意願研究。設計與環境學報,20,33-52。new window  延伸查詢new window
15.梁志立(2021)。AI虛擬主播技術的發展和應用分析。電視技術,2021(2),52-54。  延伸查詢new window
16.del Mar Grandio, M.、Bonaut, J.(2012)。Transmedia audiences and television fiction: A comparative approach between Skins (UK) and El Barco (Spain)。Participations,9(2),558-574。  new window
17.Gálik, S.(2019)。On Human Identity in Cyberspace of Digital。European Journal of Tranformation Studies,7(2),33-44。  new window
18.Evans, E. J.(2008)。Character, audience agency and transmedia drama。Media, Culture & Society,30(2),197-213。  new window
19.Hosany, S.、Prayag, G.、Martin, D.、Lee, W.-Y.(2013)。Theory and strategies of anthropomorphic brand characters from Peter Rabbit, Mickey Mouse, and Ronald McDonald, to Hello Kitty。Journal of Marketing Management,29(1/2),48-68。  new window
20.Rusňáková, L.(2019)。Stylisation of virtual characters in digital games。European Journal of Science and Theology,15(1),113-123。  new window
21.Valkenburg, P. M.、Peter, J.、Walther, J. B.(2016)。Media effects: Theory and research。Annual Review of Psychology,67,315-338。  new window
22.Lee, W.-H.、Lin, Y.-H.(2019)。Online communication of visual information: Stickers' functions of self-expression and conspicuousness。Online Information Review,44(1)。  new window
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24.李蔡彥、鄭宇君(20110100)。資訊科技與新媒體研究之發展。傳播研究與實踐,1(1),75-80。new window  延伸查詢new window
25.Callcott, M. F.、Lee, W. N.(1994)。A content analysis of animation and animated spokes-characters in television commercials。Journal of Advertising,23(4),1-12。  new window
會議論文
1.Hefner, D.、Klimmt, C.、Vorderer, P.(2007)。Identification with the player character as determinant of video game enjoyment。Entertainment Computing--International Conference on Entertainment Computing 2007。Springer。39-48。  new window
2.Bopp, J. A.、Müller, L. J.、Aeschbach, L. F.、Opwis, K.、Mekler, E. D.(2019)。Exploring emotional attachment to game characters313-324。  new window
3.Bredikhina, L.(2020)。Designing identity in VTuber era。ConVRgence (VRIC) Virtual Reality International Conference,182-184。  new window
圖書
1.楊劍雄(2014)。用LINE貼圖月入30萬!下載率NO.1的香蕉人角色經濟必勝技。台北:PCuSER電腦人文化。  延伸查詢new window
2.Kazuo, R.、Naomi, N.(2001)。Graphical analysis character marketing。JMA Management Center。  new window
3.近藤邦雄、金子満(2010)。キャラクターメイキングの黄金則。Born-digital。  延伸查詢new window
4.Iglesias, K.(2005)。Writing for Emotional impact。WingSpan Publishing。  new window
5.山田徹(2000)。キャラクタービジネス:「かわいい」が生み出す巨大市場。PHP Institute。  延伸查詢new window
6.WIPO、International Bureau(1994)。Character Merchandising。  new window
其他
1.Hallman, C.(2019)。THE 25 HIGHEST-GROSSING MEDIA FRANCHISES OF ALL TIME,https://www.visualcapitalist.com/successful-media-franchises/。  new window
圖書論文
1.Black, D.(2012)。The virtual idol: Producing and consuming digital femininity。Idols and celebrity in Japanese media culture。Palgrave Macmillan。  new window
2.小池一夫(2017)。キャラクター原論から新論へ。小池一夫のキャラクター新論 ソーシャルメディアが動かすキャラクターの力。小池書院。  延伸查詢new window
 
 
 
 
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