https://scholars.lib.ntu.edu.tw/handle/123456789/53535
標題: | 學著做玩家:線上遊戲框架中的社會秩序──以魔獸世界與英雄聯盟為例 Becoming a player : how collaboration (re-)creates social order in online games |
作者: | 張玉儒 Chang, Yu-Ju |
關鍵字: | 框架分析;合作;規則;線上遊戲;性別;策略;社會規範;frame analysis;cooperation;rule;online game;ender;strategy;social norm | 公開日期: | 2014 | 摘要: | 在台灣,線上遊戲成為許多人的主要休閒活動,在遊戲規則的指引下,玩家與他人共同組隊,完成遊戲任務。雖然團隊合作是線上遊戲中的主要活動,然而國內以此為主題的研究卻相對稀少。本文從遊戲規則出發,分析遊戲中的團隊合作如何在兩種不同類型的遊戲中,塑造遊戲中的秩序,並再製了社會規範。 遊戲規則是玩家互動的土壤,其構成了基本的遊戲框架。在以數量化為特徵的遊戲規則所創生出來的遊戲空間裡,玩家被預設為理性計算的個體,「成本」與「利益」的考量成為互動的核心,玩家發展出不同的互動策略,遊戲規則所創造的框架也展現了它們實質上一為功績主義式的階序系統,一為多元成就系統的特質。 然而,玩家的實作展現了比上述遊戲規則所塑造出來的合作框架更為繁複的行為與意義創造。藉由遊戲公司和玩家、玩家和玩家間的互動,產生了社群共同認可的合作策略,並被玩家學習運用,原本位於遊戲之外的社會規範由此滲進了遊戲空間。 合作策略的差異,造成了以下後果:(1)性別的職業分化。在英雄聯盟裡,女性玩家更容易落入從事類家務勞動的職業位置,面臨依附或獨立的多重困境。(2)遊戲方式的單一化。在遊戲規則的共同作用下,「休閒玩家」成為魔獸世界中可被接受的社會類屬。相反地,積分規則擠壓了英雄聯盟中「休閒玩家」的存在空間,也導向了遊戲方式的單一化。 在此同時,遊戲外的社會規範也透過合作策略轉換到遊戲內:(1)遊戲中的德行論述,合理化了遊戲中玩家的互動關係。 (2)遊戲外的人際關係,展現出替代遊戲內位階的可能性 (3)「男追女」的互動劇碼,藉由遊戲社群的「普遍樣板」效應,成為玩家對於遊戲中事件理解方式之一。(4)現實社會的經濟地位藉由金錢介入了遊戲的價值系統,也形成了遊戲中「玩」之純粹性的可能危機。 透過玩家間的團隊合作,遊戲不僅僅是讓人們休養生息以便再度投入生產活動的娛樂(recreation),更是玩家再製(re-create)一套社會秩序的空間。 In Taiwan, online games are one of the most popular leisure activities. Guided by the rules of the game, players team up to complete tasks. Although team collaboration is the one of the main activities in massively multiplayer online games(MMOG), in Taiwan there are relatively few game studies focused on collaboration itself. Starting from the rules of the games, I analyzed how collaboration in two different games - World of Warcraft (WoW) and League of Legends (LoL) - creates social order and re-create social norms in games. The games' rules provide a basic framework for interactions among players. Rules are characteristic of high quantifiability. When players are considered as rational people in the economic sense, calculating costs and benefits becomes the core of interaction. Players have developed various strategies within the frameworks, one of which is a merit-based hierarchical system(LoL), and another which is a multi-disciplined achievement system(WoW). However, the practices and meaning-makings of the players are complex and go well beyond the rational calculating framework. Game companies and players have interacted to produce a set of collaborative strategies that are accepted by the community, which players have learned and applied in online games. In this way, social norms have been introduced into game spaces. In these two games, there are two different collaboration strategies. The differences of collaboration have led to the following outcomes: (1) Gendered occupational differentiation. In LoL, female players tend to stay in domestic labor-like positions, facing an independent double dilemma. (2) Monotonous way of play. Collaborative strategies acceptable to the online community and the rules of the games provided leisure players opportunities to play as they were. On the contrary, in LoL, the rules of game and collaboration strategies have forced leisure players to adjust their gaming styles to one monotonous way of play. Meanwhile, social norms have been transferred into games in different ways. (1) The discourse of virtue has justified the power-relations between players. (2) Friendships in real life have expressed their potential to level the positions of players. (3) General tokens in online games communities have brought the interaction repertoire “Boys chasing Girls” as a way to interpret events in online games. (4) In-game monetary systems have intersected with the monetary system in the real world, which might twist the fundamental elements of play. Through collaboration, MMOG are not only a form of recreation, but also a space where players re-create social orders. |
URI: | http://ntur.lib.ntu.edu.tw//handle/246246/264563 |
顯示於: | 社會學系 |
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