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  • 學位論文

役割語についての研究-ゲームの男性キャラクタの言葉遣いを中心として-

A Study on “Role Language” -Particular Focus on Male Characters’ Expressions of Games-

指導教授 : 黃鴻信
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摘要


在日文的創作中,能用遣詞、文字上的差異來呈現角色的特徵。此現象可用大阪大學的金水敏教授所提倡的「角色語(役割語)」這個概念來說明。 至今關於角色語的研究大多是研究特別具有特徵的遣詞方式,如老人語、大小姐語、軍隊語、幼兒語、傲嬌表現、西洋角色的外國腔日語等等,據筆者所見,還很少有研究是概觀性地整理研究一些相對較難辨識的角色語。 本研究希望能辨明尚處於曖昧不清狀態的角色語。在主語方面以人稱代名詞為對象,述語方面以終助詞、請求表現、命令表現為中心,將各個遣詞分別與特定的角色形象作連結。 在本研究中,將調查範圍限定於筆者能把握的乙女遊戲這個遊戲類型,將其中「純愛手札Girl’s Side」這個遊戲系列的男性角色的遣詞作為考察的中心。分析該範圍內所能觀察到的遣詞方式的特徵,以及這些遣詞與什麼樣的角色相契合,概觀性地研究男性角色的角色語。其考察、研究結果如下。 在對自稱詞「僕」與「俺」的考察中,了解到可以將男性角色的形象分為兩個大傾向。即是較中性、較溫和的一方(本研究稱呼為「柔」),以及較粗獷、較具男性特徵的一方(本研究稱呼為「剛」)。「僕」是擁有「柔」形象的自稱詞,「俺」是擁有「剛」形象的自稱詞。「私」則是「柔」的要素相較下多了一點,但更重要的是擁有「大人、老師、首領」這些「私」特有的形象。對稱詞方面,「御前」的形象偏「剛」,尤其是體育相關的形象較強,「君」的形象偏「柔」,尤其是文化相關的形象較強。「貴方」則是「柔」的形象特別強,並可能有較內向的形象。 關於終助詞,依據不同終助詞的使用率的高低,能夠聯想到的形象有所不同。可大致分為「NA」的使用率比「NE」高的「NA型」,以及「NE」的使用率比「NA」高的「NE型」這兩派。擁有「剛」形象的角色多屬「NA型」,擁有「柔」形象的角色多屬「NE」型。 關於請求表現和命令表現的角色語形象,一般動詞的命令形使用率特別高者具有「剛」的形象,「…TE KUDASAI」及其省略型的「…TE」這種形式的請求表現使用率較高者具有「柔」的形象。 其他還有許多遣詞與各種形象相連,以大方向來說,只要先知道一個男性角色的形象究竟是偏「剛」還是偏「柔」,就可以聯想到一套特定的遣詞方式。 在用其他作品的角色驗證本研究的研究結果後,再次認識到擁有相同屬性的角色有可能越過作品不同與作者不同的障壁,而使用相同的遣詞,這就是角色語。利用本研究整理出的遣詞與角色屬性的對照資料,當想要將日文以外的有對話文的創作翻譯成日文時,以及想為角色的日文遣詞賦予特徵時,只要有這樣的角色語相關資料,對於寫角色台詞相當有幫助。對角色語本身的了解,對於生活上自己想用什麼樣的說話方式呈現什麼樣的形象給予他人,也有一定的影響。

並列摘要


In the Japanese creation, it is possible to use different words and terms to render characters’ features. This phenomenon can be explained by the concept called “Role Language (yakuwarigo)”, which was advocated by Osaka University Professor Satoshi Kinsui. So far most of the studies on Role Language were to study some expressions having a strong characteristic, such as the studies on elderlies’, socialites’, militaries’, infants’, tsundere characters’, foreign characters’ Role Language. As far as the researchers can see, comprehensive studies collecting some vague Role Language are still rare. The purpose of this study is to clarify the still-vague Role Language. In the respect of subjects, this paper focused on personal pronouns. In the respect of predicates, this paper focused on sentence ending particles, request expressions and imperative expressions. This paper attempts to discover the relationship between various words or terms and the characters’ feature.. In this research, scope of the investigation is limited to otome games, story-based video games that is targeted towards a female market. The focus of the investigation is on the expressions of male characters in a series of the otome games, “Tokimeki Memorial Girl’s Side”. Based on the features of expressions observed in the scope, this paper analyzed what kind of character has the image related to those expressions, and then studied male characters’ Role Language comprehensively. In the study on first person pronouns, “boku” and “ore”, the images of male characters can be divided into two major tendencies, including the more feminine and more mild one (called “Soft” in this study), and the more rough and more manly one (called “Hard” in this study). “Boku” has a “Soft” image, whereas “ore” has a “Hard” image. The image of “watashi” is relatively close to “Soft”, but more importantly, “watashi” has its own images of “adults, teachers, leaders”. In the study on second person pronouns, “omae” has a “Hard” image, especially with a strong image of sports and physicality. “kimi” has a “Soft” image, especially with a strong image of artists and intelligence. “anata” has the more “Soft”image, and an comparatively introverted image. In the study on sentence ending particles, the image varies with the frequency of different sentence ending particles. It can be divided into the “NA Type”, which the frequency of using “NA” is higher than “NE”, and the “NE Type”,which the frequency of using “NE” is higher than “NA”. Most of the characters having a “Hard” image is “NA Type”, and most of the characters having a “Soft” image is “NE Type”. When analyzing the Role Language of request expressions and imperative expressions, the character who has a specially high usage rate of the imperative form of general verbs, has “Hard” image; the character who has a higher usage rate of “TE KUDASAI” or “TE” in short, has “Soft” image. There are other words and expressions linked to various images. Broadly speaking, if which image (“Hard” or “Soft”) a male character has is known, some expressions can be associated with the character. After using another otome game to verify the results of this paper, it is observable that when the characters have the same features, they will possibly use the same expressions and speaking style regardless of different creations and writers.That is Role Language. When we want to translate a dialogue into Japanese, or when we want to add some features to a character’s speaking, this kind of data about Role Language is very useful in writing character’s Japanese dialogue. The knowledge of Role Language also plays an important role in choosing the speaking style we want to use to show a personality image to others.

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