本文的主要目的,是提供一個新的接合點,令現有的網路人際關係理论進行對話。文中探討複製與流動两種觀點,在涉及「線上/線下」的議題時,反應了何種認識觀點、與研究路數可能產生的侷限。 本文將以連線遊戲中的一群玩家為對象,描述在這群人之間的互動狀況,以呈現線上與線下的生活場域如何滲透彼此、相續不分。我會先回顧整理現有網路人際關係的主流理論,再透過深訪與參與觀察材料的呈現,指出人際關係的養成應該是一連續的、動態的過程,線上/線下的區分是一種方便的說法、而非本質上可以二分的場域。最後,我也會嘗試以經驗資料來呈現台灣網路文化的特色,以之與現有的理論進行對話,期盼能使網路`人際關係的論述觀點更加多元。
This paper tries to provide a new perspective to think over interpersonal relationship in cyberspace. By so doing, conversation can be made between today’s mainstream theories. I will focus on two important viewpoints: duplication perspective and fluidity perspective. Both two have certain problems and limits in epistemology and attitude when studying the online/offline issues. I have conducted a one-year ethnography in the online gameLineage”. After analyzing research data, I find that game players never treat online/offline as a separatable dichotomy. There is no essential boundary between these two life worlds. Finally, the features of Taiwan internet culture are considered to strengthen my arguments.