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《魔法風雲會》社群構成與維持之探討

The Forming and Maintaining of Community of "Magic: the Gathering"

摘要


自1993年開始營運的《魔法風雲會》,是全球集換式卡片遊戲的開山始祖,已經邁入超過20年的歷史,目前已在全球超過600萬名玩家,期間也孕育了不少社群。本研究欲探討《魔法風雲會》20餘年來社群得以集結的原因,以個案分析法佐以文獻分析,探討認真休閒在社群中扮演的角色與玩家持續參與的誘因。研究結果發現面對自己喜歡的活動,玩家將持續透過自我奉獻與自我挑戰,進而從中肯定自我,再與志同道合的其他玩家群聚一堂,形成一種特別的次文化,並從遊戲過程中感到滿意、愉悅,並將此作為繼續參與活動的動力;同時盼其他各類型遊戲開發商也能以社群觀點再次審度遊戲內容,並作為未來相關學術研究與遊戲開發之參考。

並列摘要


Magic: the Gathering was the first trading card game produced since 1993. Currently it gathered more than 20 million players over 2 decades. During this period, it has gathered numerous game groups playing Magic. In order to find out the causes that makes people get together for playing Magic, the researcher investigate the character of serious leisure within the game groups and the incentives of continued participation by the methods of case study and document analysis. The results reveals that facing their favorite activities, the players will acknowledge themselves during the process of selfcontribution and self-challenging and gather with other players with similar ambition to find satisfaction and pleasure during the gaming process, which constitutes a unique sub-culture, and make these source that keeps them taking part in these activities. Last but not least, the researcher also look forward to game developers of all categories can re-examine the contents and design of their product based on community perspective, while this paper would be as a reference of further academic research and game development.

參考文獻


高俊雄(2013)。運動休閒管理。台中市:華都文化事業有限公司。
葉乃嘉(2008)。研究方法的第一本書。台北市:五南圖書出版股份有限公司。
陳向明(2002)。社會科學質的研究。台北市:五南圖書出版股份有限公司。
賴嘉偉(2015)。桌遊深度玩家之動機、人際互動與人格特質之分析(碩士論文)。世新大學公共關係暨廣告學研究所。
李聖凱(2015)。桌上遊戲參與者休閒涉入與休閒效益關係之研究(碩士論文)。康寧大學休閒管理研究所。

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