本文從「體感遊戲系統是什麼樣不同的媒介」的問題出發,打造一個媒介分類學模式。本文首先說明「什麼是媒介」,主張媒介是人的延伸,並且在符號行動中起作用;其次說明「電玩遊戲系統是什麼樣不同的媒介」,主張在技術上,電玩系統是能再生虛擬實在的模擬媒介,在技術與人的關係上,人們不只詮釋電玩,更要玩它;其三說明「體感遊戲系統是什麼樣不同的媒介」主張體感遊戲系統是一種中介了悖論符號行動的肖似媒介。最後,本文根據前述討論,打造了一個符號分類學模式,並透過分析【Wii Sports】的經驗案例,檢驗本文所提出模式的詮釋能力。
By asking "what kind of medium is the motion-controlled gaming system"? this study tries to build a taxonomic model for mediums relevant to the motion-controlled gaming phenomenon. First, we discuss the aspects of a medium, and consider a medium as being 1 an extension of humanity, and 2 functional in the action of signs or semiosis. Second, we examine the case of a video gaming system, and suggest that 1 a video gaming system is a simulation medium that brings virtual reality to life by technical pattern interaction, and 2 people should not only interact with such a system, but should use it to play. Third, we explore the medium type of a motion-controlled gaming system, which we believe is a type of iconic medium that mediates the paradoxical semiotics. Finally, we develop a taxonomic model for mediums and examine the interpretability of that model using a case study of Wii Sports.