閱覽人數: 2
June 2011 No. 19

國科會專題研究成果報告:學術與人生,團隊與領導

NSC Project Reports: Academics and Life, Groups and Leadership

頁數:61 - 95

作者(中)
張玉佩
作者(英)
Yu-Pei Chang
關鍵詞(中)
線上遊戲、媒體文化、閱聽人研究、愉悅
關鍵詞(英)
online games, media culture, audience research, pleasure
中文摘要
線上遊戲作為媒體消費場域的重要性日益增加,本文以閱聽人愉悅經驗為核心,探討線上遊戲之閱聽人消費愉悅經驗產生的可能機制。研
究架構上,本文採取質化研究之螺旋研究取徑,以深度訪談與行為觀察作為實證資料蒐集方法,透過理論與實證資料的相互佐證,提出線上遊戲之閱聽人愉悅模式。
線上遊戲之閱聽人愉悅模式,包含下列四種類型:(1) 控制性愉悅,受到文本複雜度與玩家互動影響;(2) 社交性愉悅,包含隸屬感、親密感與控制感;(3) 敘事性愉悅,受到故事美感與故事合理性影響;(4) 展演性愉悅,則經常是延伸與增強現實世界的想像。
英文摘要
Entertainment media is becoming a crucial element in multiple communication domains and in daily life. This study aims to explore and integrate a model of media consumption pleasure by focusing on online games. Research methods adopted were in-depth interviews and behavioral observation, and 30 online gamers were chosen for the study.
Four models of media consumption pleasure were identified in this paper: “the pleasure of control,” “the pleasure of social interaction,” “the pleasure of narrative,” and “the pleasure of performance.” The pleasures of control and social interaction were found to be the basic pleasures of media consumption. The pleasures of narrative and performance were considered subordinate. Implications for further research on media consumption are discussed.
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