English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 92429/122733 (75%)
Visitors : 26281712      Online Users : 260
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/112758

    Title: 串流玩轉:論電子遊戲實況的嬉戲與遊戲
    Stream, Play and Games : Playing and Gaming in Video Game Streaming
    Authors: 蔡昀霆
    Cai, Yun Ting
    Contributors: 黃厚銘
    Huang, Hou Ming
    Cai, Yun Ting
    Keywords: 電子遊戲實況
    Video game live streaming
    Live stream
    Date: 2017
    Issue Date: 2017-09-13 15:18:34 (UTC+8)
    Abstract: 本文分析近年盛行的電子遊戲實況活動。從分心、不專注於電玩的現象開始,本文以「如何玩」這個提問來引導論證「嬉玩」與「遊戲」這組概念在分析上的效力,藉此,本文論證了電玩實況活動中的心智狀態與活動是游移在電玩活動與嬉鬧互動,在嚴肅遊戲與嬉戲玩耍之間游移,這樣的分神狀態之中也產生了有樂趣、具有實效的遊戲性。
    Taking the prevailing "video game live streaming" activities as research object, this thesis takes "play" and "game" as a set of core concepts, and begins the exploration into their conceptual effect. Setting out the arguments with "How to Play" question, this thesis concludes that the mentality and activities in video game live streaming are in an "in-between" condition. Between video game activity and playful disturbance, seriousness and playfulness, there are gameplay with actual effect.
    Taking the technical conditions into consideration, video game live streaming consists of live media transportation and live interaction. Users' experiences synchronize with each other, thus contribute to the "togetherness" mediated through the Internet, and also the carnivalistic interactions and disturbance in the live channel. From the fuss and disturbance in the chatroom to the appropriation of streaming "plugins", this thesis argues that these actions conducted by streamer and users contribute to the "distractive" scenario, and the conducts are all based on "the interest of play". Different from serious and immersive mentality which is deemed as the fundamental of playing and gaming, the gameplay in live stream is based on distraction, which is the core condition that brings tension and thus playfulness. All the users in video game live streaming, the streamer included, are connected and forged into a synchronized togetherness by this kind of distractive, carnivalistic playfulness.
    Digital video games have tributes of enclosure, which require concentration, seriousness and absorption. Video game live streaming opens up this kind of enclosure, and brings people in and around the video game activities. In the live channel, users experience the joy and fun of the game itself together in a synchronized way, and also act on the interest of play, creating distraction and disturbance that bring to playful experiences, and that explains why this kind of Internet activity prevails. This thesis shows that the need of gameplay comes not only from game activities themselves, but also from the desire to "play together". In a digital age, video game live streaming is just the fulfillment of this kind of desire.
    Reference: U-ACG(2015年9月7日)。看遊戲實況非常愚蠢?美國談話節目對實況頻道的批判與思考。U-ACG。上網日期:2015年9月10日,檢自:http://www.u-acg.com/archives/5339

    曹家榮、黃厚銘(2014年6月27日)。PTT 推文與歧異文化: Mob-ility 作為游擊戰。跨媒介、文化創意與反思。中華傳播學會年會2014。


    林意仁(2011)。網路群眾文化及其民主意涵-以PTT Gossiping看板為例。國立政治大學,臺北市。檢自:http://handle.ncl.edu.tw/11296/ndltd/34071361497438775795


    濱野智史(2011)。架構的生態系: 資訊環境被如何設計至今?。臺北市:大鴻藝術。



    黃厚銘、林意仁(2013)。流動的群聚 (mob-ility): 網路起鬨的社會心理基礎。新聞學研究,115,1–50。

    Bateson, G. (1972). A Theory of Play and Fantasy. In Steps to an ecology of mind: Collected essays in anthropology, psychiatry, evolution, and epistemology. University of Chicago Press.

    Bourdieu, P. (1998). Practical reason : on the theory of action. Cambridge: Polity Press.

    Burn, A. (2006). Playing Roles. In Computer games: text, narrative, and play (pp. 72-87). Cambridge, U.K. ; Malden, Mass: Polity Press.

    Caillois, R. (1961). Man, play, and games. (M. Barash, Trans.). New York: Free Press of Glencoe.

    Certeau, M. D. (1984). The Practice of Everyday Life. (S. F. Rendall, Trans.) (1st US Edition edition.). Berkeley: University of California Press.

    Doug. (2015, December 18). Twitch Engineering: An Introduction and Overview. The Official Twitch Blog. Retrieved from http://blog.twitch.tv/2015/12/twitch-engineering-an-introduction-and-overview/

    Geod Studio. (2016). 3DNes Emulator - Beta Release. Retrieved from https://www.youtube.com/watch?v=Ti2fwroyP2A

    Huizinga, J. (1955). Homo Ludens : a study of the play-element in culture (First Beacon paperback edition.). Boston, Mass.: Beacon Press.

    Salen, K., & Zimmerman, E. (2004a). Defining Digital Games. In Rules of play: game design fundamentals (pp. 85-91). Cambridge, Mass: MIT Press.

    Salen, K., & Zimmerman, E. (2004b). Games as the Play of Simulation. In Rules of play: game design fundamentals (pp. 421-457). Cambridge, Mass: MIT Press.

    Salen, K., & Zimmerman, E. (2004c). The Magic Circle. In Rules of play: game design fundamentals (pp. 93-99). Cambridge, Mass: MIT Press.

    Simmel, G. (1997). Simmel on culture : selected writings. (D. Frisby & M. Featherstone, Trans.). London ; Thousand Oaks, Calif.: SAGE Publications.

    Twitch. (2016, June 16). Guide to Broadcast Health and Using Twit... Twitch. Retrieved September 10, 2016, from https://help.twitch.tv/customer/portal/articles/2420572

    Walther, B. K. (2003). Playing and gaming. Game Studies, 3(1), 1-20.
    Description: 碩士
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0101254018
    Data Type: thesis
    Appears in Collections:[社會學系] 學位論文

    Files in This Item:

    File SizeFormat
    401801.pdf7521KbAdobe PDF562View/Open

    All items in 政大典藏 are protected by copyright, with all rights reserved.

    社群 sharing

    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback