Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/33328
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dc.contributor.advisor王心玲zh_TW
dc.contributor.advisorWang, Hsin-lingen_US
dc.contributor.author吳哲硯zh_TW
dc.contributor.authorWu, Che-yenen_US
dc.creator吳哲硯zh_TW
dc.creatorWu, Che-yenen_US
dc.date2003en_US
dc.date.accessioned2009-09-17T08:16:45Z-
dc.date.available2009-09-17T08:16:45Z-
dc.date.issued2009-09-17T08:16:45Z-
dc.identifierG0090551007en_US
dc.identifier.urihttps://nccur.lib.nccu.edu.tw/handle/140.119/33328-
dc.description碩士zh_TW
dc.description國立政治大學zh_TW
dc.description英國語文學研究所zh_TW
dc.description90551007zh_TW
dc.description92zh_TW
dc.description.abstract在《坎特伯里故事集》中,喬叟曾多次直接指出或間接暗示旅程中的故事競賽為一遊戲。然而,對此文本的研究文獻,卻鮮少從遊戲觀點切入分析。即便有,也多是從語言角度,來處理文本中各角色間的口語遊戲,或喬叟本人的文字遊戲,離真正的遊戲本身,似還有一段距離。有鑑於此,我試著以惠欽格及凱洛斯對遊戲的論述,做為理論框架,來分析《坎特伯里故事集》中的遊戲元素。我首先將找出證據,來證明整個朝聖之旅符合遊戲的定義,然後以其中三個故事為例,來分析四種遊戲範疇。本論文將分為五章,在第一章,我先說明遊戲長期以來被人忽視的地位,接著我將引入惠辛格及凱洛斯的論述。惠辛格提出遊戲的概念、定義,及功能;凱洛斯作為惠辛格在遊戲論述領域中的繼承人,則將惠辛格的成就,加以推展及補充,並將遊戲定義為四個範疇:競爭、機會、模仿、暈眩。所有的遊戲都可被歸納為這四類。在第一章的後半部,我將逐一從文本中,找出證據,來證明《坎特伯里故事集》在在都符合遊戲的定義。在第二章,我將討論<騎士的故事>中競爭與機會之運作。在第三章中,我將從模仿的層面來分析<赦罪修士的故事>。在第四章中,我將從暈眩的角度來看<修女院教士的故事>。在第五章中,我將總結前四章的要點,然後探討文學作為遊戲的可能性。最末,從遊戲的往復特性來看,我將主張《坎特伯里》遊戲尚未結束,它是遊戲昇華為藝術的最佳範本。zh_TW
dc.description.abstractIn many places of The Canterbury Tales, Geoffrey Chaucer points out that this story-telling contest would be a game. However, researches on this text have scarcely been done from the perspective of game. In view of this, I try to apply Jonah Huizinga and Roger Caillois’ concepts of game as the main theoretical framework to The Canterbury Tales. In this thesis, I justify the pilgrimage as a big game first and then discuss the elements of play in three tales respectively. The thesis is divided into five chapters. In chapter one, I recount the subordinate position of game first and then introduce Huizinga and Caillois’ discourses. Huizinga comes up with the concept, definition, and function of game; Caillois modifies Huizinga’s notions and then categorizes games into four kinds: agon, alea, mimicry, and ilinx. In the following part of chapter one, I prove that The Canterbury Tales as a whole matches the notion of a game. In chapter two, I discuss the exercises of agon and alea in The Knight’s Tale. In chapter three, I analyze The Pardoner’s Tale from the aspect of mimicry. In chapter four, I see The Nun’s Priest’s Tale from the perspective of ilinx. In chapter five, I summarize the previous chapters first, and then explore the possibility of literature as the game. I argue that the game of The Canterbury Tales is not over and that it is the sublimation form of game into art.en_US
dc.description.tableofcontentsAcknowledgment........................iv\n\nChinese Abstract......................ix\n\nEnglish Abstract......................xi\n\nChapter One\nIntroduction...........................1\n\nChapter Two\nAgon/Alea in The Knight’s Tale.......20\n\nChapter Three\nMimicry in The Pardoner’s Tale.......38\n\nChapter Four\nIlinx in The Nun’s Priest’s Tale....56\n\nChapter Five\nConclusion............................72\n\nWorks Cited...........................87zh_TW
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dc.language.isoen_US-
dc.source.urihttp://thesis.lib.nccu.edu.tw/record/#G0090551007en_US
dc.subject喬叟zh_TW
dc.subject遊戲zh_TW
dc.subjectzh_TW
dc.subject惠欽格zh_TW
dc.subject凱洛斯zh_TW
dc.subject伽達默zh_TW
dc.subject巴赫汀zh_TW
dc.subject高夫曼zh_TW
dc.subject競爭zh_TW
dc.subject機會zh_TW
dc.subject模仿zh_TW
dc.subject暈眩zh_TW
dc.subjectChauceren_US
dc.subjectgameen_US
dc.subjectplayen_US
dc.subjectHuizingaen_US
dc.subjectCailloisen_US
dc.subjectGadameren_US
dc.subjectBakhtinen_US
dc.subjectGoffmanen_US
dc.subjectagonen_US
dc.subjectaleaen_US
dc.subjectmimicryen_US
dc.subjectilinxen_US
dc.title遊戲尚未結束:喬叟《坎特伯里故事集》中的遊戲元素zh_TW
dc.titleThe Game Is Not Over: The Elements of Play in Geoffrey Chaucer`s The Canterbury Talesen_US
dc.typethesisen
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