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偏遠地區學童的電玩實踐性别建構-以台北縣烏來地區某國小六年級學童為例

Schoolchildren's Game-Playing Practices and Gender Construction: A Case Study of Elementary School Pupils in a Remote Area

摘要


本研究採用後結構女性義觀點,深入調查台北縣偏遠地地區國小六年級學童在校的電玩實踐。我們發現,偏遠地區學童多來自原住民或低收入家庭,其電玩實踐不僅受到地性影響,面對電玩論述時且還凸顯了性別認同。在電玩實踐與性別建構方面,本研究發現:(一)學童不但識到電玩的性別化特質,也利用電玩來「做性別」;(二)性別影響學童的電玩偏好與品味,即男生偏好採用征服性的電玩型態,女孩則傾向彈性或社交性的電玩型態;(三)學童電玩活動涉及複雜的集體實現。而學童因害怕被孤立,會避免採用「性別不正確」的電玩型態,而已被排斥的學童則較無這方面的顧忌;(四)採用跨性別的電玩實踐者較性別化的電玩實踐者更易挑戰既存性別模式,並提出另類性別觀。

並列摘要


Based on poststructuralist feminism, this study investingates how sixth-grade students in a remote area play computer games in their computer class. This study finds that the game practices of schoolchildren who come from indigenous and low-income families are influenced and limited by the local culture in which they live .When they play computer, games their gender identity is most prominent in the eyes of others This work presents four important findings: (1) Schoolchildren are aware of the gendered characteristics of computer games, and also exhibit their gender by playing games. (2) Gender is an influential factor in children's game preferences and tastes-boys prefer the mastery pattern and girls favor the sociable pattern. (3) Schoolchildren's game-playing practices are in collective accomplishment and power struggle. Within the context of the computer lab, gender-based peer groups will influence and limit schoolchildren's game Yuling Lin is Associate Professor at the Department of Journalism in Shih Hsin University, Taipei, Taiwan. practices. Because of a fear of being isolated, they avoid gendr-atypical play, with the exception of a few. (4)Cross-gender players are more likely to challenge the preexisting sex differences and to propose the alternative perspective than those gender-polarized players.

參考文獻


譚光鼎、林明芳(2002)。原住民學童學習式態的特質-花蓮縣秀林鄉泰雅族學童之探討。教育研究集刊。48(2),233-261。
林宇玲(2005)。從性別角度探討偏遠地區學童的網路實踐。女學學誌:婦女與性別研究。19,105-156。
Alloway, N.,Gilbert, P.,S. Howard(1998).Video game culture: Playing with masculinity, violence and pleasure.Young people and the electronic medi.95-114.
Paper presented at the 1998 Research in Education: Does it Count Australian Association for Research in education annual conference Adelaide, Australia
Berger, A. A.(2002).Video Games.A popular Culture Phenomenon.

被引用紀錄


陳莞欣(2015)。初探乙女遊戲性別意涵〔碩士論文,國立臺灣大學〕。華藝線上圖書館。https://doi.org/10.6342/NTU.2015.02413
邱鈺婷(2009)。六位國中女校長的問題解決心智運作:後結構女性主義的分析觀點〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315163614
彭佳鎂(2010)。幼兒性別角色概念之探究〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315182540
劉彥廷(2012)。大學生的網路使用行為與校園經驗及學習發展成果之相關研究 -以批踢踢實業坊使用者為例〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-1610201315292600
吳秉勳(2016)。觀眾對電玩遊戲女實況主的認知、觀看滿足感、互動行為之初探〔碩士論文,國立中正大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0033-2110201614042869

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