本文從認真休閒的觀點,探討原創漫畫平台上的漫畫迷的組成與線上實踐行為。從數位平台所衍生出的參與式文化,發展出的平台結構作為研究之架構。原創漫畫平台的讀者,僅是ACG(動畫、漫畫及遊戲,Animation ,comics and games)迷群的其中一種群體,然而在網路及科技的發展下,這群漫畫迷在這線上空間,重塑並建構了數位文本的讀者社群。本文以質性研究方法,採取線上參與觀察及半結構式的深度訪談法,共進行兩次的線上田野觀察,針對平台的運作及社群互動情形進行觀察與記錄;並訪談了1位正式連載漫畫家、3位素人漫畫家、1位翻譯者及5位漫畫讀者,分析10位漫畫迷使用平台的經驗與生活之間的協商方式。 研究發現,第一,原創漫畫平台具有數位平台的特質,有共創、互動及交流的作用,並具有UGC(使用者生成內容,User-Generated Content)的功能。第二,漫畫迷在此平台上參與、回饋,及線上實踐行為,都表現出「網路」媒介的出現,產生一定程度的影響。第三,漫畫創作者因其個人身處的背景,在平台上有不同的互動形式,在「興趣」與「工作」的融合摩擦中,產生不同的協商模式。第四,在此平台上的漫畫迷,依照個人的身家背景及線上行為,可分為四種閱聽眾類目,是屬於此線上空間的詮釋社群。
Based on the serious leisure perspective, this article explores the composition and online practice of comic fans on the original comic platform. Besides, participatory culture and the platform structure developed as the research framework. This paper used qualitative research methods. First, adopted online field surveys to observe and record the operation of the platform and community interaction. And then conducted 10 interviewees with semi-structured in-depth interviews to analyze the negotiation methods between the experience of these comic fans using the platform and their lives. The study found that, first, the comics platform has the characteristics of digital platforms, provides user-generated content (UGC) and has the role of co-creation, interaction. Secondly, the participation, feedback, and online practice of comic fans on this platform have shown the emergence of the "Internet" medium, which has a degree of influence. Third, animators have different forms of interaction on the platform due to their backgrounds. In the fusion friction of "interest" and "work", different negotiation models have been generated. Fourth, comic fans on this platform can be divided into four media repertoires according to their background and online behavior.