2004-08-012024-05-18https://scholars.lib.ntu.edu.tw/handle/123456789/705655摘要:本計畫針對當前參與社群擴增迅速、影響力日深的數位遊戲經驗中之社會文化面向進行探討,進行為期兩年之研究。這項研究將以數位遊戲內容(game text)、遊戲玩家/設計者(player/designer),以及玩遊戲之社會脈絡、情境(gaming context)三者之間的交錯互動關係為主要觀察主軸,針對「數位遊戲之社會文化」和「數位遊戲科技與人:設計者、玩家與數位遊戲內容之互動關係」兩個主要切面來呈現遊戲、人與社會脈絡之間的複雜關連。在這兩大類目中,具體的研究子題包括:(1)遊戲規則之訂定、認可與挑戰;(2)遊戲社會中的規範與偏差認知;(3)遊戲風險與風險管理;(4)遊戲中信任與合作之社會基礎。關照「技術」「人」與「空間」三者的關係與互動:遊戲場景與設定、設計者與玩家、玩遊戲之實體空間中社會關係與遊戲技術特性等因素如何互相作用、共同形塑遊戲經驗。本研究將以深度訪談與參與觀察為相關研究議題之主要資料蒐集方式,並輔以問卷調查探討台灣遊戲參與者之基本圖像與重要的遊戲經驗面向。<br> Abstract: In the last decade, computer games in general, and online games in particular, have been booming around the world. However, current studies tend to focus on the negative effects of computer games on children and adolescents while overlook other important social and cultural aspects of digital gaming phenomena. The purpose of this two-year project is two-folded: first, to explore various social cultures of gaming communities; second, to link digital entertainment technology with its users/designers and the social context in which technology is used. Four sets of research subjects/questions are specified here: (1) how are the rules of game made, recognized and/or challenged? (2) How do players conceive social norms and deviance? (3) Risk awareness and risk management of players; (4) the social bases for cooperation in gaming world. To explore the above issues, multiple methods will be adopted in the project. Two oldest and the most populated online multi-player RPG game in Taiwan, “Lineage” and “RO”, will be used as our major site for participant observation. In-depth interviews of game players, designers and managers of game producers will be used to collect primary data. A survey will also be conducted to collect additional data on game players’ profile.數位遊戲電玩網咖遊戲玩家設計者遊戲空間科技與社會digital gamescomputer gamesonline gamesInternet Caféplayerdesignergaming spacetechnology and society數位遊戲社會文化研究:遊戲、玩家與社會脈絡之關連(1/2)