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  • 學位論文

台灣兒童遊戲空間之研究-以仙田滿的遊戲原空間為基礎

A Study on Children’s Play Ground-Based on The Theory of Mitsuru Senda’s Play Ground of The Heart

指導教授 : 謝明燁

摘要


由於社會的蓬勃發展、人口急遽變化,少子化與高齡化的社會是台灣正在面對的問題,針對兒童議題,社會重視幼兒教育與建全的身心發展。而在鄰近台灣的東亞國家中,日本的人口趨勢對於台灣有如一面鏡子,因此早在日本已經有學者針對兒童議題有所研究。其中學者仙田滿先生透過其建築師的角度以兒童喜愛的遊戲環境為研究背景,探討一系列對兒童相關遊戲環境的調查與研究。本研究認為遊戲不只有兒童喜愛,就連長大後還是會記得小時候玩過的遊戲,甚至當了大人也不願停止玩遊戲,每個年齡層對於遊戲的定義不同,而一個有影響力的遊戲不僅只限於兒童喜愛,不可否認的,身為成人的我們也在這些遊戲的過程中學到事情並得到愉悅的心情。因此,遊戲空間是否能給予兒童足夠與適當的遊戲環境是值得重視的議題,深入探討一個能夠使兒童安心遊戲的空間以及空間大小與特質是本研究的目標。 然而兒童的遊戲空間可能會隨著民族與文化而有不同,所以仙田滿對日本的調查結果未必能代表台灣,本研究將參考仙田滿的研究方法,透過文獻回顧了解遊戲空間與遊戲行為的基本性質,針對台灣進行本土的基礎調查。本研究以如果遊戲環境是由成人來形塑,必須要如何形塑來提出研究問題,並以成人回憶兒童時期遊戲環境的方式進行調查,再以「回憶中的遊戲場」將成年人回憶兒時遊戲情景的敘述為主題,針對31位20~39歲之間的人進行訪談,並與日本調查出的遊戲種類及敘述進行比較差異,進而整理出客觀的遊戲環境資料。在階段二「實際的遊戲場」中以訪談及觀察的調查方式收集遊戲空間情景的答案,以了解台灣地區學齡期兒童的遊戲環境類型及對遊戲環境喜好的原因。 最後綜合「回憶中的遊戲場」及「實際的遊戲場」之結論,提出兒童遊戲環境的種類,最後根據台灣兒童遊戲環境探討、兒童遊戲行為與遊戲場的關係等研究之結果,了解每種遊戲空間存在的重要性,並提出本研究結論,以建構台灣在兒童遊戲空間的資料,以及提供未來相關兒童遊戲環境設計之參考及後續研究的方向建議。

並列摘要


With the vigorous development of society and rapid population change, Taiwan is facing with the problem of the low birthrate and aging society. In view of children's issues, the society attaches importance to preschool education and the healthy development of body and mind. In the East Asian countries close to Taiwan, Japan's population trend is a mirror to that of Taiwan, thus, scholars have studied for children's issues early in Japan. Therein, based on the background of children’s favorite game environment, the scholar, Mitsuru Senda explores a series of investigation and research related to children's game environment from perspective of architect. In this study, the game is not only children's favorite, but also is the memory of the childhood when children grow up, and even adults do not want to stop playing. The definition of the game is different from all ages. However, an influential game should not be limited to children's favorite, and it is undeniable that our adults would learn something and get a pleasant mood in the course of playing. Therefore, it is an important issue to discuss whether the game space can give children enough and appropriate game environment. The goal of this study is to explore the game space that is comfortable for children to play deeply, as well as the size and characteristics of space. However, the children's game space may be different with the nation and culture, thus, Mitsuru Senda’s survey results in Japan should not be the results in Taiwan. Based on his research method, this study conducts local investigation in Taiwan through literature review to understand the basic characteristics of game space and game behavior. In this study, if adults form the game environment, it must discuss around how to form it; furthermore, this study investigates in the way of recalling adults to children's game environment, and it is themed with the narratives of this scenario by the “playground in the memory”. Besides, the author conducts interviews among 31 participants aged 20~39, analyzes the differences from the game types and narratives in Japan, and finally summarizes the objective information about game environment. In the second phase of the "actual playground", the author collects the answer to the game space scenario according to the interview and observation, to understand types of game environment and reasons for preferring of those school-age children in Taiwan. Finally, according to the results of “playground in the memory” and "actual playground", this study presents the types of children's game environment in Taiwan, then, it focuses on the importance of each game space according to the results of exploration of children's game environment and the relationship between children's game behavior and playground. In the end, the author puts forward the conclusion of this study to construct the information about children’s game space in Taiwan, which provides reference and suggestions for the future design of children’s game environment and the follow-up research.

參考文獻


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