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論日本光榮(KOEI)公司《三國志》對「三國」故事的移植與運用

The transplantion and utilisation of Three Kingdom story by KOEI company

摘要


時至二十一世紀,世界已進入了數位媒體世代,眾多文學作品,譬如耳熟能詳的經典小說作品《三國演義》《水滸傳》、《紅樓夢》等改編為電影、戲劇、漫畫及電玩等,以不同的傳播樣態被我們所(再次)認識,形成了專屬於我們這個世代的閱聽方式。值得注意之處,即在於文學文本經由不同的媒介傳播,定會產生某種程度的變異及創新之處。本文即試圖由在華人世界相當暢銷的日本光榮(KOEI)公司《三國志》遊戲切入,探討此遊戲如何吸取「三國」故事的養分,進而創造出影響眾多新世代青少年的三國世界。本文嘗試藉由探討這種文化的衍異與轉介,進一步理解文學與電玩之間連結深層的關係。

並列摘要


By the twenty-first century, the world has entered the era of digital media. Numerous literature works, including the famous works Romance of the Three Kingdoms, Water Margin, and Dream of the Red Chamber, have been adapted to movies, dramas, comics, and video games. This allows us to revisit these works through different media, forming an approach unique to this era for appreciating literature. Notably, disseminating literature through distinct media can facilitate generating a certain extent of variation and innovation. This study investigated how the video game Romance of the Three Kingdoms (created by Koei), which is highly popular among the ethnic Chinese, adopted the essence of the original novel to recreate a virtual world that has affected many adolescent players. Exploring such a process of cultural derivation and transformation facilitates further understanding of the deep connection between literature and video gaming.

被引用紀錄


張日郡(2016)。晚清以降《三國志演義》故事新編研究〔博士論文,國立臺灣大學〕。華藝線上圖書館。https://doi.org/10.6342/NTU201700022

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