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  • 學位論文

娛樂世界: 1980’-90’台灣電子遊戲的日常經驗

Entertainment World: Daily Experience of Video Game Entertainment in 1980s and 1990s Taiwan

指導教授 : 黃建宏
共同指導教授 : 黃孫權(SUN-QUAN HUANG)

摘要


「八零年代」是好感覺革命開始的黃金十年。各種娛樂媒介以電子科技的姿態透過不同的方式給予我們不同的視覺刺激,它逐漸取代了我們對於外在世界的形下探索,轉而向虛擬真實世界的形上冒險。八零年代開始的娛樂科技與全球化構成了娛樂經驗的日常文化與生活地貌,電子遊戲改變我們對世界的體驗。 本文所指的電子遊戲包含了電動載具所帶來的體感經驗,電子螢幕遊戲所帶來的視覺經驗,包含了大型電玩(又稱為街機/機台)、家用主機、掌機,最後是電子娛樂與影視娛樂兩者相互影響下的產物。而此經驗顯然受到了兩種文化的交雜,也就是「日本文化」與「美國文化」,這兩種文化所帶來的氣氛也不同於「日本時代」、「美援時期」,它所帶來的一種全球的對於「娛樂科技進步」、「網路全球化」的「樂觀主義」與「未來主義」的意識形態,也因此我們處在前所未有的「電子娛樂世界」。 本研究聚焦於台灣「80-90年代」的時間軸線,以訪談與歷史文獻的方式交錯,輔以以自身參與者的視野與經驗的實踐,試圖勾勒出由電子娛樂媒體所形塑的視覺文化中的「日常文化」,藉由此條路進將其建構生活地貌呈現,提供一個眾人認為理所當然但其實已經逐漸消失的日常文化與社會生活形式。在進行補充80-90年代的電子遊戲的歷史的同時,也將回溯日本昭和時期(30年代)在台建置遊園地到國民政府設置兒童樂園中關於電動載具的歷史、70-80年代美軍駐台時期時的街機經驗,80-90年代台灣家用主機與掌機的載具發展簡史。這樣做是因為台灣學術歷史中缺少台灣電玩文化前後的脈絡研究。我試圖提供一些觀點補充電子遊戲在台灣發展樣貌,而這深深地影響了整個上下世代對於視覺與身體的娛樂感受。

並列摘要


The 1980s is the Golden Era of “Revolution : Feeling Good About Ourselves,” in which various forms of entertainment excites our visual senses in a variety of ways. Such entertainment strategy overrides our interest in exploring the dialectic, and in turn allows us to look into the metaphysical in virtual reality. Entertainment technology as well as globalization in the 80s shape the everyday culture and landscape of our entertainment experiences, transforming how we experience the world. The electronic games mentioned in this essay refers to the bodily experience derived from vehicles of gaming, visual experiences brought by games with electronic screens/monitors, and large-scaled video games (arcade), home video game consoles, hand held video game devices, and the product from the mutual influence of electronic entertainment and TV/film entertainment industry. The holistic experience stated above is obviously affected by two cultures: Japanese culture and American culture. This double pollination creates an atmosphere different from the overall impression of the Japanese Colonization Era and the American Aid Era. It fuels the ideology of Optimism and Futurism in the advanced entertainment technology and the world wide web, creating an unprecedented World of Electronic Entertainment. This research focuses on the 1980-1990 timeline. Through conducting interviews, organizing historic documents, and incorporating personal experiences and practices as an active participant of the era, it attempts to illustrate the form of an everyday culture and its corresponding social landscape, documenting a disappearing culture and lifestyle that has been taken for granted since its beginning. Aside from documenting the history of electronic games from the 80’s to 90’s, the research also Trace back to the history of gaming devices in theme parks during the Japanese Colonization Era (1930’s), the history of children’s parks created during the Republic of China rule, as well as the experience of “arcade” during the American Aid Era. Such collection of documentation allows for a more comprehensive view of the development of electronic game culture, which has greatly influenced the visual and bodily experiences among generations in Taiwan.

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