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作者(中文):張詞湘
作者(外文):Chang, Tzu-hsiang
論文名稱(中文):線上遊樂場:遊戲實況觀眾的數位遊玩和參與
論文名稱(外文):Online Playground: Digital Play and Participation in Game Live Streaming
指導教授(中文):許瀞文
指導教授(外文):Hsu, Ching-Wen
口試委員(中文):林浩立
彭松嶽
口試委員(外文):Lin, Hao-Li
Perng, Sung-Yueh
學位類別:碩士
校院名稱:國立清華大學
系所名稱:人類學研究所
學號:107046508
出版年(民國):110
畢業學年度:109
語文別:中文
論文頁數:135
中文關鍵詞:數位人類學遊戲實況電子遊戲遊玩參與文化
外文關鍵詞:DigitalAnthropologyGameStreamingVideoGamePlayParticipatoryCulture
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本研究想藉由遊戲實況觀眾在線上、線下的行為,探究和理解觀看遊戲實況的動機。2010 年左右素人遊戲實況首度出現,如今在最大遊戲實況平台 Twitch 上擁有 176 萬的活躍用戶,帶來龐大的商機。實況平台在遊戲的襯托下,成了網路社群媒體的另一種形式,觀眾花費大量時間觀看、留言,隔著螢幕的線上互動蔓延到其他網路社群媒體上。線下亦有著各種實體見面活動,如粉絲見面會或電玩相關展會等。過去相關研究多專注在實況主與實況產業上,然而若沒有廣大觀眾的支持,實況無法擁有如此榮景。本研究希望透過只看不玩的觀眾,來了解不親自玩遊戲而選擇觀看別人玩遊戲的原因,以及這些觀眾是否真的不「玩」?觀眾在遊戲實況相關的網路空間中發揮創意,參與了內容生產,觀眾不再是被動的消費者,而是主動參與和發明遊戲,透過各種遊戲方式在實況中互相建立起情感連結,從中亦可見到數位世界帶來的選項和可能性。
This thesis focuses on game live streaming audience’s behavior by observing their online and offline behavior to explore and gain a deeper understanding of their motivation. The first amateur game live streaming happened around 2010. Twitch, an American live streaming service, has reached 1.76 million active users. Gamers and audiences have now created their version of social media. The community also extends offline to fan meet-ups and conventions.In the past, most of the research focused on the streamers and streaming industry, but without the support of audiences, the industry wouldn’t exit. This thesis intends to focus on audiences. Why do audiences choose to watch rather than play games? Do they really not play games? The audiences are no longer passive; instead, they get creative, invent games and take part in content generation. Through different kinds of gameplay, they build emotional connections and using digital create more choices and possibilities.
圖目錄 iv
一、序章 1
前言 1
研究目的與問題 2
文獻討論 4
田野 16
研究方法 24
章節安排 26
二、螢幕的另一端 27
螢幕的另一端 27
十里坡劍神傳說 34
「雲玩家」 38
為何是遊戲實況? 40
遊戲實況的魅力 49
Twitch 的魅力 52
誰在看?為什麼要看? 54
三、「聊天室才是本體」 56
遊戲實況的一日 56
聊天室的概覽 62
垃圾話方程式 65
觀眾之間的連結 73
「雲」視角 76
聊天室為何才是本體? 77
四、「雲玩家」玩什麼? 79
玩什麼? 79
怎麼玩? 88
還可以怎麼玩? 90
都是遊戲 91
生產、消費和參與 94
二三四五創 96
閱後即焚 102
結語:「雲玩家」玩的是? 104
五、結論 106
遊戲實況和他的觀眾 106
一起參與 109
一起玩 112
活動數位化 117
未完待續 120
最後 124
參考文獻 125
詞彙對照表 134
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