政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/112758
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 109952/140891 (78%)
Visitors : 46253094      Online Users : 929
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: https://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
    蔡昀霆
    Cai, Yun Ting
    Keywords: 電子遊戲實況
    嬉玩
    分神
    即時串流
    Video game live streaming
    Play
    Distraction
    Twitch
    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。
    從技術架構的觀點來看,以即時串流的技術為基礎,電玩實況活動結合了即時傳輸與即時互動。使用者所獲致的遊戲聆賞經驗以及互動是即時且與他人同步,便也構成了網路媒介之下的共時經驗,實況中以電玩活動為對象的起鬨也便具共在的實感。本文從聊天室起鬨、技術戲耍挪用等現象中論證了基於遊戲性旨趣的共謀嬉玩。嘲諷、干擾的對抗性是為了製造分神的條件,從中產生張力並獲致遊戲性,而包括實況主在內的所有參與者,皆是在這樣的分神狀態中嬉玩,維繫歡騰的共感情緒。
    電子遊戲具有將遊戲性限定在其中的封閉性質,也因此對於電玩的遊戲經驗多有私密、個人的想像,即時串流的電玩實況活動便是打開了這樣的封閉性質。透過網路媒介將人匯聚在遊戲活動周圍,不僅共享了電玩活動本身的樂趣,也在即時串流之下共時的互動跟聆賞經驗中以遊戲為對象群聚嬉戲。這樣的網路活動之所以盛行,顯示了人對遊戲性的需求不僅是來自遊戲中,也來自與他人玩在一起的連結共感,電玩實況便是實現了這樣的需求。
    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。

    李紹良(2012)。十五萬人的BBS是如何煉成的:批踢踢實業坊技術演變歷程之研究(1995-2008)。國立政治大學,臺北市。檢自:http://handle.ncl.edu.tw/11296/ndltd/58665116387131950455

    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

    林意仁、李紹良、黃上銓、蕭煒馨(2016)。婉君妳好嗎?:給覺醒鄉民的PTT進化史(黃厚銘編)。群學。

    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。

    王建興(2015年4月30日)。HLS+CDN巧妙的串流技術組合。iThome。上網日期:2016年8月30日,檢自:http://www.ithome.com.tw/voice/95294

    黃厚銘(2002)。網路上探索自我認同的遊戲。教育與社會研究,3,65–105。

    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
    國立政治大學
    社會學系
    101254018
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0101254018
    Data Type: thesis
    Appears in Collections:[Department of Sociology] Theses

    Files in This Item:

    File SizeFormat
    401801.pdf7521KbAdobe PDF21235View/Open


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


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback