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題名 成為寶可夢大師:深媒介化時代的遊戲與想像研究
To Become a Pokémon Master: A Phenomenological Investigation of Gameplay and Imagination in the Age of Deep Mediatization
作者 賴麒全
Lai, Chi-Chuan
貢獻者 劉慧雯
Liu, Hui-Wen
賴麒全
Lai, Chi-Chuan
關鍵詞 現象學
想像
幻覺
深媒介化
嬉戲化
遊戲社會
Phenomenology
Imagination
Illusion
Deep mediatization
Ludification
Ludic society
日期 2023
上傳時間 9-Mar-2023 18:39:17 (UTC+8)
摘要 遊戲設計師Eric Zimmerman 於2013年發表的〈遊戲世紀宣言〉從遊戲(game)的角度描繪了21世紀社會文化的樣貌,但他的文章並未著墨數位科技/媒介如何讓遊戲成為描繪當代社會文化的最佳比方,關於遊戲的想法也並未真正注意到嬉戲(play)的深層涵義。有鑑於此,本研究的研究目的為重寫〈遊戲世紀宣言〉,以深媒介化(deep mediatization)為主要觀點,進行三個章節的現象學思考,最後撰寫一則〈遊戲社會宣言〉(Manifesto for a Ludic Society)。

本文以精靈寶可夢系列遊戲為例,先從想像(imagination)的角度解明定義深媒介化時代的媒介流形(media manifold)概念中,跨媒介實踐如何在人的意識活動中發生,並且推論媒介流形的媒介存有狀態具有高達美藝術作品存有論的嬉戲特徵。隨後以Pokémon GO田野經驗中「否定他人玩法」的觀察為指引,從幻覺(illusions)的角度探討深媒介化情境中人群共在的互卸性(interpassivity)邏輯,描繪在社會前方冠上遊戲特徵(ludic)的人群面貌。最後由素養(literacies)問題出發,以遊戲社會為視角討論2020總統大選時的嬉戲因素,從中延伸出嬉戲精神作為深媒介化時代素養理想面貌的啟示。

文末,總結三個章節的現象學思考成果呈現〈遊戲社會宣言〉,並且與媒介化研究、遊戲研究進行對話。這篇論文的作者也從寶可夢的經驗現象和相關理論思索中成為了寶可夢碩士(Pokémon Master)。
Eric Zimmerman, a game designer, launched a “Manifesto for a Ludic Century” in 2013. In the article, he used games to describe cultures in the 21st century but failed to address how digital technologies contribute to such a relevance. Also, he didn’t unveil the meaning of play in depth. In light of this, the present study aims to re-write Zimmerman’s article by conducting three passages of phenomenological investigation based on the theory of deep mediatization.

Drawing on my life experiences of consuming Pocket Monster series products and fieldworks in Pokémon GO, I discuss both imagination and illusions with an awareness of deep mediatization. Firstly, I suggest that media manifold relates to Gadamer’s concept of play in an ontological sense. Secondly, I reveal that the social logic in a gaming situation is interpassivity instead of interactivity. Adopting the perspectives developed ahead, I conduct an observation concerning literacy in the context of Taiwan’s 2020 presidential election. Play spirit is a guidance for living in the Ludic Society.

At the end of the study, “Manifesto for a Ludic Society” is presented. The author becomes a Pokémon Master after completing this thesis.
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描述 碩士
國立政治大學
傳播學院傳播碩士學位學程
105461010
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0105461010
資料類型 thesis
dc.contributor.advisor 劉慧雯zh_TW
dc.contributor.advisor Liu, Hui-Wenen_US
dc.contributor.author (Authors) 賴麒全zh_TW
dc.contributor.author (Authors) Lai, Chi-Chuanen_US
dc.creator (作者) 賴麒全zh_TW
dc.creator (作者) Lai, Chi-Chuanen_US
dc.date (日期) 2023en_US
dc.date.accessioned 9-Mar-2023 18:39:17 (UTC+8)-
dc.date.available 9-Mar-2023 18:39:17 (UTC+8)-
dc.date.issued (上傳時間) 9-Mar-2023 18:39:17 (UTC+8)-
dc.identifier (Other Identifiers) G0105461010en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/143844-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 傳播學院傳播碩士學位學程zh_TW
dc.description (描述) 105461010zh_TW
dc.description.abstract (摘要) 遊戲設計師Eric Zimmerman 於2013年發表的〈遊戲世紀宣言〉從遊戲(game)的角度描繪了21世紀社會文化的樣貌,但他的文章並未著墨數位科技/媒介如何讓遊戲成為描繪當代社會文化的最佳比方,關於遊戲的想法也並未真正注意到嬉戲(play)的深層涵義。有鑑於此,本研究的研究目的為重寫〈遊戲世紀宣言〉,以深媒介化(deep mediatization)為主要觀點,進行三個章節的現象學思考,最後撰寫一則〈遊戲社會宣言〉(Manifesto for a Ludic Society)。

本文以精靈寶可夢系列遊戲為例,先從想像(imagination)的角度解明定義深媒介化時代的媒介流形(media manifold)概念中,跨媒介實踐如何在人的意識活動中發生,並且推論媒介流形的媒介存有狀態具有高達美藝術作品存有論的嬉戲特徵。隨後以Pokémon GO田野經驗中「否定他人玩法」的觀察為指引,從幻覺(illusions)的角度探討深媒介化情境中人群共在的互卸性(interpassivity)邏輯,描繪在社會前方冠上遊戲特徵(ludic)的人群面貌。最後由素養(literacies)問題出發,以遊戲社會為視角討論2020總統大選時的嬉戲因素,從中延伸出嬉戲精神作為深媒介化時代素養理想面貌的啟示。

文末,總結三個章節的現象學思考成果呈現〈遊戲社會宣言〉,並且與媒介化研究、遊戲研究進行對話。這篇論文的作者也從寶可夢的經驗現象和相關理論思索中成為了寶可夢碩士(Pokémon Master)。
zh_TW
dc.description.abstract (摘要) Eric Zimmerman, a game designer, launched a “Manifesto for a Ludic Century” in 2013. In the article, he used games to describe cultures in the 21st century but failed to address how digital technologies contribute to such a relevance. Also, he didn’t unveil the meaning of play in depth. In light of this, the present study aims to re-write Zimmerman’s article by conducting three passages of phenomenological investigation based on the theory of deep mediatization.

Drawing on my life experiences of consuming Pocket Monster series products and fieldworks in Pokémon GO, I discuss both imagination and illusions with an awareness of deep mediatization. Firstly, I suggest that media manifold relates to Gadamer’s concept of play in an ontological sense. Secondly, I reveal that the social logic in a gaming situation is interpassivity instead of interactivity. Adopting the perspectives developed ahead, I conduct an observation concerning literacy in the context of Taiwan’s 2020 presidential election. Play spirit is a guidance for living in the Ludic Society.

At the end of the study, “Manifesto for a Ludic Society” is presented. The author becomes a Pokémon Master after completing this thesis.
en_US
dc.description.tableofcontents 第一章 緒論:21世紀是遊戲的世紀? 6
第一節 進入深媒介化時代 7
一、從媒介化到深媒介化 8
二、傳播形定與日常生活 12
第二節 朝向〈遊戲社會宣言〉 15
一、遊戲化與嬉戲化:遊戲如何影響社會文化? 15
二、研究嬉戲化(ludification):轉而探討「想像」與「幻覺」 20
第三節 成為寶可夢大師:「我」的現象學旅程 25
一、架設現象學場域 25
二、問題意識與章節安排 29
第二章 跨媒介及其想像實踐 31
第一節 理解精靈寶可夢的「可愛」 32
第二節 童年與消費:「我」的兩段生命故事 40
一、1999-2005:童年的和解 42
二、2016-2019:厭世的出口 44
第三節 從圖像意識解明媒介之「跨」 47
第四節 小結:在媒介流形中被嬉戲玩 50
第三章 一起嬉戲的幻覺 54
第一節 「否定」他人玩法的嬉戲實踐 54
第二節 一起玩?系統中的互卸性 57
一、田野書寫:他們在玩什麼? 57
二、理論討論:人群共在的互卸性邏輯 64
第三節 不認真玩的嬉戲精神 65
一、田野書寫:我在玩什麼? 65
二、理論討論:嬉戲精神中的含混性 69
第四節 小結:遊戲社會的面貌 70
第四章 遊戲社會的素養問題 71
第一節 批判的媒體識讀之後 72
第二節 描繪2020總統大選的傳播形定 73
一、相關性框架:芒果乾與它的產地 73
二、行動者雲集:兩大黨對抗的遊戲 74
三、傳播實踐:互動中的角色扮演遊戲 78
第三節 選舉像遊戲?此話怎解 85
第四節 小結:嬉戲的素養意涵 86
第五章 結語:寶可夢大師的遊戲社會宣言 87
第一節 遊戲社會宣言 87
第二節 研究反思 89
一、回應媒介化研究 89
二、回應遊戲研究 91
第三節 結語 92
參考文獻 93
zh_TW
dc.format.extent 2661340 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0105461010en_US
dc.subject (關鍵詞) 現象學zh_TW
dc.subject (關鍵詞) 想像zh_TW
dc.subject (關鍵詞) 幻覺zh_TW
dc.subject (關鍵詞) 深媒介化zh_TW
dc.subject (關鍵詞) 嬉戲化zh_TW
dc.subject (關鍵詞) 遊戲社會zh_TW
dc.subject (關鍵詞) Phenomenologyen_US
dc.subject (關鍵詞) Imaginationen_US
dc.subject (關鍵詞) Illusionen_US
dc.subject (關鍵詞) Deep mediatizationen_US
dc.subject (關鍵詞) Ludificationen_US
dc.subject (關鍵詞) Ludic societyen_US
dc.title (題名) 成為寶可夢大師:深媒介化時代的遊戲與想像研究zh_TW
dc.title (題名) To Become a Pokémon Master: A Phenomenological Investigation of Gameplay and Imagination in the Age of Deep Mediatizationen_US
dc.type (資料類型) thesisen_US
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