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虛擬空間,真實經驗:青少年與線上遊戲的互動意涵

Virtual Space, Real Experience: The Dynamic between Young People and Online Games

摘要


有關青少年媒體使用行為的最新調查報告指出,網路線上遊戲已成為青少年最主要的休閒娛樂來源。網路遊戲具有密切的人際互動性、真實的遊戲背景與規則、高度涉入感以及虛擬世界的多元幻想性,均與現今任何媒體的特性不同。本研究以青少年為對象,探討線上遊戲與青少年玩家之間的互動意涵。研究發現,線上遊戲是青少年尋找認同感的主要來源,亦是涵泳社會化的重要機制,它是青少年多重認同的舞台亦是提供休閒娛樂等多元滿足感的場域。然而線上遊戲的虛擬性與真實感雖然能夠在認知層次上被青少年理解,但在態度與行為層面卻出現不和諧的現象,大部分的青少年是游移於二個場域之間,形成一種模糊的感知。

並列摘要


is noticeable that the research report claims online games have become the main entertainment resource for young people; in addition , online games have the characteristics of real interaction with players、high involvement and full of multi-fantasies, which are unique and much different with other existing media. Therefore, this research focuses on young people and online games, and tries to interpret the meaning of their interactions. The research finds that online games are the most important mechanism of shaping identity and the agent of socialization for players, which may help young people to develop their hyper identities. Most young people can clarify the virtual games and reality in cognitive level, but dissonance in attitude and behavior level; ”self” is ambiguous and floating between virtual space and .real life.

被引用紀錄


王琮祺(2008)。青少年流行文化之火星文玩具公仔設計創作〔碩士論文,中原大學〕。華藝線上圖書館。https://doi.org/10.6840/cycu200900112
谷炘慈(2013)。虛擬經驗與消費價值對顧客忠誠度之影響:以大型多人線上角色扮演遊戲為例〔碩士論文,元智大學〕。華藝線上圖書館。https://doi.org/10.6838/YZU.2013.00221
陳文樵(2013)。全球化下韓國文化創意產業之發展—以數位遊戲產業為例〔碩士論文,國立臺灣大學〕。華藝線上圖書館。https://doi.org/10.6342/NTU.2013.02367
周冠廷(2017)。布迪厄的移地研究:遊戲場域的資本與階級〔碩士論文,國立交通大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0030-2212201712293762

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