隨著資訊科技的日新月異,目前電玩產業蓬勃發展,加上行政院「挑戰 2008 國家重點計畫」對文化創意產業發展的推動,讓電玩遊戲逐漸成為國人普遍的休閒活動,造就廣大商機,玩家們也更加熱衷電玩遊戲。目前在台灣玩家所接觸的電玩遊戲,依開發國家可分為台灣、日本、韓國、美洲、歐洲、澳洲及其他國家,幾乎以國外遊戲居多,而國外遊戲除了有中文化以外,其餘常見使用語言大致可分為:英文、日文及其他語言。台灣玩家在玩日本開發的遊戲時,除部份遊戲有中文版及英文版外,多半是日文文字介面,「語言」的本身至少包含了三個性質:工具性、文學性、文化性,而此三種特性均具傳承、潛移默化的力量。一些日本遊戲在內容上,除了有歷史、社會、文化性的故事架構植入,有些又結合動漫畫的劇本要素,綜合電玩遊戲中的文字語言、聲音、視覺與內容,將其視為一種文本時,日本遊戲帶給台灣玩家的形象,無形之中影響了玩家對於日本文化的期待與認同。本研究以日文介面之日本電玩遊戲為傳播媒介,從符號學的觀點切入,透過閱聽人使用與涉入的角度出發,使用量化的分析方法,目的在於了解電玩玩家在玩日文遊戲時對日本文化認同的關聯性。 研究結果顯示,常玩日文遊戲的玩家,在日本文化商品的消費與偏好及日本文化認同的程度上,明顯高於常玩中文、英文及其他語言介面者,其中又以戀愛養成遊戲及益智與其他類遊戲(模擬、射擊與音樂)在日本文化商品的消費與偏好程度上較高。
Game industries are rising and flourishing now because of the dvancement of information technologies and the impetus to cultural and creative industries by government’s 「Challenges 2008 - Council for Economic Planning and Development」.There is a great opportunity for the industries since video and computer games have become nationally popular amusements. Besides Taiwan, most games played here are created by foreign countries, like Japan, South Korea, America, Europe and so on. Some foreign games have developed Chinese interface version.However, English and Japanese interface are still very common. language itself consists of three characteristics: instrument, literature and culture. All of the three have the power to change or influence gradually and imperceptibly. Especially most Japanese games are full of contents framed by Japanese history, society, and culture together with animation effects. With such a text, Japanese game no doubt influence players’ expectation and identification with Japanese culture. Therefore, the purpose of this study is to explore the relationship between behaviors in game playing and players’ affinity for Japanese commodities and identification with Japanese culture. Results of this research indicated that those who played Japanese interface games tended to adore Japanese commodities and identify with Japanese culture more than those who played Chinese and English interface games. Furthermore, players who played "Simu-Love", “puzzle and others” types of Japanese games affected Japanese commodities more.