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題名 中介化審美經驗怎麼研究?打造一個實用主義符號學的分析與詮釋架構
How to research mediated aesthetic experience? Building a frame of pragmatic semiotic for analyzing and interpreting
作者 柯籙晏
貢獻者 劉慧雯
柯籙晏
關鍵詞 中介化
審美經驗
實用主義符號學
嬉戲
遊戲
Wii Sports
medeation
aesthetic experience
pragmatic semiotic
play
game
Wii Sports
日期 2015
上傳時間 4-Jan-2016 16:54:34 (UTC+8)
摘要 受到電玩遊戲Wii Sports在全球的熱銷,以及研究者個人玩Wii Sports的審美經驗啟發,本研究旨在打造一個能夠用以系統地分析與詮釋中介化審美經驗的工具架構;然後以所打造的架構,實際示範中介化審美經驗怎麼研究;最後回過頭根據研究結果檢討所打造架構的適用性。
據此,本文首先在第二章主要根據Huizinga與Caillois關於嬉戲與遊戲的理論範疇描述,Mead、McLuhan、Winnicot與Bateson對於嬉戲作為一體兩面的、社會化與創新溝通行動的媒介,以及Gadamer的藝術作品本體論(本文稱之為嬉戲-作品-玩賞回饋系統)等理論的探討,整合無論傳統或新媒介所中介,無論玩家或閱聽人,對於嬉戲/遊戲或敘事的審美經驗本體論範疇;其次在第三章透過Dewey與Bentley關於社會科學本體-方法論類型學,以及Peirce與Morris的實用主義符號學的探討,提出一個基於實用主義符號學,適用於系統地分析與詮釋各類型中介化審美經驗的工具架構;第四章利用第三章提出的架構,實際分析與詮釋Wii Sports審美經驗的意義;並在第五章根據第四章的分析與詮釋結果,回過頭檢討第三章所提出架構的適用性。
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描述 博士
國立政治大學
新聞學系
95451504
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0095451504
資料類型 thesis
dc.contributor.advisor 劉慧雯zh_TW
dc.contributor.author (Authors) 柯籙晏zh_TW
dc.creator (作者) 柯籙晏zh_TW
dc.date (日期) 2015en_US
dc.date.accessioned 4-Jan-2016 16:54:34 (UTC+8)-
dc.date.available 4-Jan-2016 16:54:34 (UTC+8)-
dc.date.issued (上傳時間) 4-Jan-2016 16:54:34 (UTC+8)-
dc.identifier (Other Identifiers) G0095451504en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/80308-
dc.description (描述) 博士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 新聞學系zh_TW
dc.description (描述) 95451504zh_TW
dc.description.abstract (摘要) 受到電玩遊戲Wii Sports在全球的熱銷,以及研究者個人玩Wii Sports的審美經驗啟發,本研究旨在打造一個能夠用以系統地分析與詮釋中介化審美經驗的工具架構;然後以所打造的架構,實際示範中介化審美經驗怎麼研究;最後回過頭根據研究結果檢討所打造架構的適用性。
據此,本文首先在第二章主要根據Huizinga與Caillois關於嬉戲與遊戲的理論範疇描述,Mead、McLuhan、Winnicot與Bateson對於嬉戲作為一體兩面的、社會化與創新溝通行動的媒介,以及Gadamer的藝術作品本體論(本文稱之為嬉戲-作品-玩賞回饋系統)等理論的探討,整合無論傳統或新媒介所中介,無論玩家或閱聽人,對於嬉戲/遊戲或敘事的審美經驗本體論範疇;其次在第三章透過Dewey與Bentley關於社會科學本體-方法論類型學,以及Peirce與Morris的實用主義符號學的探討,提出一個基於實用主義符號學,適用於系統地分析與詮釋各類型中介化審美經驗的工具架構;第四章利用第三章提出的架構,實際分析與詮釋Wii Sports審美經驗的意義;並在第五章根據第四章的分析與詮釋結果,回過頭檢討第三章所提出架構的適用性。
zh_TW
dc.description.tableofcontents 第一章 研究目的 1
第一節 電玩遊戲作為媒介研究對象的正當性何在? 1
第二節 電玩遊戲研究的敘事學與遊戲學之辯 4
第三節 傳統大眾媒介所中介的嬉戲/遊戲 7
第四節 研究目的與章節安排 10
第二章 嬉戲/遊戲與敘事的本體論範疇 12
第一節 嬉戲/遊戲的理論範疇描述 12
一、嬉戲與遊戲的綜觀範疇描述 13
二、嬉戲與遊戲的範疇描述:傳播溝通觀點的描述 16
(一)嬉戲作為社會化溝通行動的媒介 17
(二)嬉戲作為創新溝通行動的媒介 20
第二節 嬉戲與敘事的理論關係 24
一、透過敘事理論發展史的考察,說明嬉戲/遊戲與敘事的異同 24
(一)戲仿與藝術 25
(二)經典結構主義敘事學的學術史發展與其方法論批評 26
(三)經典結構主義敘事學方法論批評之一 29
(四)經典結構主義敘事學方法論批評之二 32
二、整合嬉戲/遊戲與敘事的藝術作品本體論 34
第三章 打造一個分析與詮釋中介化審美經驗的實用主義符號學架構 45
第一節 實用上的無中介與分析的中介化 45
一、媒介歷史主義及其批評 46
二、實用上的無中介與分析上的中介化 50
第二節 打造一個分析與詮釋中介化審美經驗的實用主義符號學架構 55
一、藝術作品本體論在本體-方法論類型學中的位置 55
二、打造一個分析與詮釋中介化審美經驗的實用主義符號學架構 58
(一)實用主義符號學介紹 59
(二)實用主義符號學的三個階層:符形學、符意學與符用學 63
第四章 Wii Sports玩起來真不真?電玩遊戲的在地審美經驗分析與詮釋 69
第一節 Wii Sports之謎 69
一、自說自話、以己度人、有眼不識泰山的研究風險 70
二、以輔助媒介作為判斷媒介用法的參照基準點 73
第二節 Wii Sports怎麼玩?Wii Sports的符形學階層分析 75
一、說明書提示的Wii Sports基準玩法 75
二、Wii網球的符用過程:玩家實際上怎麼玩Wii網球 79
第三節 電玩遊戲有何意義?符意學與符用學階層的在地分析與詮釋 87
一、以實際經營情況與政府法令作為參照基準:電玩遊戲在地的符意學階層分析 89
二、電玩遊戲對在地玩家有什麼意義?符用學階層的分析 93
(一)上一輩覺得小孩子打電動會變壞,但我覺得… 95
(二)我覺得電玩遊戲好玩的地方在於… 100
三、綜合討論:Wii Sports之謎與台灣在地電玩符號行動的關係 109
第四節 小結 111
第五章 檢討嬉戲-作品-玩賞審美經驗的實用主義符號學分析詮釋架構 112
第一節 符形學階層分析的檢討 112
第二節 符意學階層分析的檢討 117
一、符意學分析方法論的檢討 117
二、電玩遊戲作為一種「新」媒介中介嬉戲/遊戲行動的檢討 118
三、媒介研究本體論的檢討 119
四、嬉戲呈現與作品玩賞項目區分的適用性檢討 121
第三節 符用學階層分析的檢討 124
第四節 結論 128
參考書目 130
中文部分 130
外文部分 137
附錄 敘事訪談法 146
zh_TW
dc.format.extent 3519111 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0095451504en_US
dc.subject (關鍵詞) 中介化zh_TW
dc.subject (關鍵詞) 審美經驗zh_TW
dc.subject (關鍵詞) 實用主義符號學zh_TW
dc.subject (關鍵詞) 嬉戲zh_TW
dc.subject (關鍵詞) 遊戲zh_TW
dc.subject (關鍵詞) Wii Sportszh_TW
dc.subject (關鍵詞) medeationen_US
dc.subject (關鍵詞) aesthetic experienceen_US
dc.subject (關鍵詞) pragmatic semioticen_US
dc.subject (關鍵詞) playen_US
dc.subject (關鍵詞) gameen_US
dc.subject (關鍵詞) Wii Sportsen_US
dc.title (題名) 中介化審美經驗怎麼研究?打造一個實用主義符號學的分析與詮釋架構zh_TW
dc.title (題名) How to research mediated aesthetic experience? Building a frame of pragmatic semiotic for analyzing and interpretingen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 中文部分
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