| dc.contributor.advisor | 林鶴玲<br>顧忠華 | zh_TW |
| dc.contributor.advisor | Lin, Ho lin<br>Ku, Chung Hwa | en_US |
| dc.contributor.author (Authors) | 李宜家 | zh_TW |
| dc.contributor.author (Authors) | Lee, I Chia | en_US |
| dc.creator (作者) | 李宜家 | zh_TW |
| dc.creator (作者) | Lee, I Chia | en_US |
| dc.date (日期) | 2008 | en_US |
| dc.date.accessioned | 9-Apr-2010 17:39:23 (UTC+8) | - |
| dc.date.available | 9-Apr-2010 17:39:23 (UTC+8) | - |
| dc.date.issued (上傳時間) | 9-Apr-2010 17:39:23 (UTC+8) | - |
| dc.identifier (Other Identifiers) | G0094254014 | en_US |
| dc.identifier.uri (URI) | http://nccur.lib.nccu.edu.tw/handle/140.119/38780 | - |
| dc.description (描述) | 碩士 | zh_TW |
| dc.description (描述) | 國立政治大學 | zh_TW |
| dc.description (描述) | 社會學研究所 | zh_TW |
| dc.description (描述) | 94254014 | zh_TW |
| dc.description (描述) | 97 | zh_TW |
| dc.description.abstract (摘要) | 玩大型多人角色扮演線上遊戲(MMORPGs)的行為在國內日漸普遍,但是許多人玩線上遊戲的現象卻經常被社會大眾和媒體報導認為是一種負面社會問題,並將玩遊戲與遊戲成癮作直接的連結。許多成癮研究也強化了「持續玩線上遊戲的行為,最終容易導致病態行為成癮的結果」之因果邏輯。但是,事實上許多玩家經常自行決定進入、持續玩,和退出一款線上遊戲,並非最終都會走向遊戲成癮的宿命。因此,本研究的主要目的即在於透過遊戲玩家的個人線上遊戲生命歷程,重新檢視遊戲「成癮」以及「玩線上遊戲便注定導致病態成癮」的邏輯。 運用深度訪談和參與觀察方法,描繪出線上遊戲玩家的長期線上遊戲生命歷程,再試圖詮釋他們離開、持續玩、退出遊戲這些投入程度的變化是受到哪些因素影響,以及在什麼脈絡之下做出的決定。本研究發現許多玩家曾經意識到自己「成癮」於玩線上遊戲,但是只是階段性的反常狀態,甚至是可以接受的一種生活方式。玩家們不只是受到線上遊戲設計的被動牽引而長時間持續投入大量心力玩遊戲,他們在玩遊戲的過程中,受到遊戲設計、玩家社群、生活脈絡和個人對於這些因素的價值判斷等多元因素的影響,持續調整和監控自己的遊戲行為和投入程度,從中協調出最能夠滿足他們的多元愉悅感。另外,當他們對於自己玩遊戲的投入程度感到疑惑時,傾向於尋求玩家社群的協助。因此,本研究認為玩線上遊戲導致病態成癮的論述須要被重新檢視,因為許多被認定為病態成癮的現象只是線上遊戲玩家生命過程中的片段現象。 | zh_TW |
| dc.description.abstract (摘要) | Playing massive multiplayer online role playing games (MMORPGs) has become a popular activity in Taiwan, but it has often been regarded as a social problem, linking to game addiction, by the mass media and the public. Many addiction researches have also enforced the logic that “pathological game addiction is the most likely result of continuous online gaming activity”. However, many gamers in fact often begin, continue, and quit playing an online game according to their own will, instead of ending up as a pathologic game addict. Therefore, the main purpose of this research is to re-approach game “addiction” and the logic of “online gamers are destined to be addicted” through gamers` online gaming life story. Using methods of depth interview and participant observation to depict gamers’ long-term online gaming life story, this research tries to interpret under what social context and influencing factors, do gamers change their attitude and effort to playing online games. Findings of this research tells us that many online gamers claim to have been “addicted” to online gaming some time in the past, but the “addiction” is only a certain stage in their long-term gaming life, and even regarded as a life-style by some. Online gamers do not continuously put a lot of effort to playing games just because they are attracted by the features of online game design. During the course of game play, they are persistently influenced by game design, gaming community, social context, and their own judgment of values. Also, they often self-monitor and re-adjust their gaming styles and effort, in order to meet their needs of multiple pleasures. Moreover, when gamers become confused of how they should re-adjust their gaming activities, they tend to search for assistance from the gaming community. Therefore, this research believes that the problematic logic of pathological game addiction being the final destined result of gaming should be reconsidered and understood from other perspectives, because many phenomenon currently considered pathologic addiction, may only be a short period or segment of gamers’ normal long-term online gaming life. | en_US |
| dc.description.tableofcontents | 壹、導論...........................................p.1第一節 研究動機.....................................p.1第二節 問題意識與研究問題............................p.5第三節 線上遊戲相關概念..............................p.8 一、線上遊戲的分類與定義.........................p.8 二、MMORPG的遊戲世界–以《天堂II》為例............p.11貳、文獻回顧........................................p.17第一節 網路成癮與遊戲成癮......................... .p.17 一、定義「成癮」.................................p.17 二、成癮對於使用者和社會的影響.....................p.21 三、成癮形成的因素...............................p.23 四、容易成癮的個人特質............................p.26第二節 對於成癮理論的質疑和修正........................p.29 一、定義「成癮」..................................p.29 二、成癮對於使用者和社會的影響......................p.30 三、成癮形成的因素................................p.31 四、容易成癮的個人特質.............................p.32參、研究方法.........................................p.35肆、線上遊戲生命歷程..................................p.43第一節 線上遊戲生命歷程..............................p.43第二節 「成癮」的自我意識..............................p.59第三節 小結..........................................p.63伍、影響玩家進出線上遊戲的因素.........................p.67第一節 遊戲設計和經營管理............................p.67 一、視覺效果.....................................p.68 二、操作介面設計.................................p.69 三、虛擬世界的背景設定............................p.70 四、遊戲中回饋機制的設定..........................p.70 五、遊戲公司品牌及經營管理........................p.72第二節 玩家社群網絡.................................p.73 一、共玩遊戲.....................................p.74 二、團體認同感...................................p.80 三、同儕壓力.....................................p.82 四、虛擬世界中的社會秩序..........................p.83第三節 現實生活脈絡.................................p.87 一、環境脈絡.....................................p.87 二、情境脈絡.....................................p.91 三、背景脈絡.....................................p.93第四節 小結..........................................p.97陸、進出線上遊戲的推力與拉力...........................p.99第一節 協調與平衡....................................p.99 一、遊戲設計 - 玩家社群...........................p.99 二、遊戲設計 - 現實生活脈絡.......................p.102 三、玩家社群 - 現實生活脈絡.......................p.105第二節 自我監控與玩家互助.............................p.109第三節 協調出的多元愉悅感.............................p.115一、虛擬世界中的多樣性................................p.115 二、成就感......................................p.118第四節 小結.........................................p.122柒、結論............................................p.123第一節 研究結果摘要..................................p.123第二節 研究限制與展望................................p.126參考文獻...........................................p.129 | zh_TW |
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| dc.language.iso | en_US | - |
| dc.source.uri (資料來源) | http://thesis.lib.nccu.edu.tw/record/#G0094254014 | en_US |
| dc.subject (關鍵詞) | 線上遊戲 | zh_TW |
| dc.subject (關鍵詞) | 生命歷程 | zh_TW |
| dc.subject (關鍵詞) | 玩家 | zh_TW |
| dc.subject (關鍵詞) | 成癮 | zh_TW |
| dc.subject (關鍵詞) | 沈迷 | zh_TW |
| dc.subject (關鍵詞) | online game | en_US |
| dc.subject (關鍵詞) | life story | en_US |
| dc.subject (關鍵詞) | gamer | en_US |
| dc.subject (關鍵詞) | addiction | en_US |
| dc.subject (關鍵詞) | MMORPG | en_US |
| dc.title (題名) | 命中注定會成癮?:由玩家的線上遊戲生命歷程探討遊戲「成癮」 | zh_TW |
| dc.title (題名) | Destined to be Addicted?: Understanding Game "Addiction" through Gamers` Online Gaming Life Story | en_US |
| dc.type (資料類型) | thesis | en |
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