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    Please use this identifier to cite or link to this item: http://ir.lib.ncu.edu.tw/handle/987654321/68313


    Title: Galgame研究分析
    Authors: 何君毅;Ho,Juin-YI
    Contributors: 企業管理學系
    Keywords: 美少女遊戲;Galgame
    Date: 2015-08-17
    Issue Date: 2015-09-23 11:19:37 (UTC+8)
    Publisher: 國立中央大學
    Abstract: 過去數年日本的2次元文化產業中,最常被拿來談論的ACG產業(アニメ、漫画、ゲーム等)當中,扣除歷久不衰甚至仍舊持續成長和擴張的動畫、漫畫之外,遊戲產業的成長與其相較之下沒有如此大幅的成長,甚至碩果僅存的就只有那幾家廠商。在遊戲產業中成人取向的遊戲似乎沒有受到遊戲產業的不景氣所影響,其中「美少女遊戲」,又俗稱H-game 或是Galgame從第一款產品問世到現在跨越三十多個年頭仍舊蓬勃發展,不斷有新的公司出現、新的內容不斷的出現。除了某些歷久彌新的遊戲之外,許多公司都試圖去做新的發想、創意突破等。

    過去幾十年內市面上販售了無數的Galgame 中,有一個隱性的分類方法,而這個分類方法隨著遊戲不斷的推層出現至今,每一間遊戲廠商都試圖為自己新作品標新立異,巧立了許多過去不曾有過,或者說太多複雜的名稱綜合的遊戲類型。這樣的情況對於遊戲的玩家來說,要快速的辨別出自己喜歡的遊戲類型不是一件容易的事情,總是玩過遊戲才能知道某一款遊戲到底是不是自己敢興趣的。另外,在有的網路評論格式跟開放是的遊戲評論內容對剛接觸Galgame的玩家而言,雜訊太多,不容易快速的篩選出某些遊戲是不是值得自己玩。而重新檢視現在的分類方式以及修改遊戲評論的格式解決上面的麻煩是本研究的目的。

    本研究的分析結果整理如下:
    1. Galgame 應根據四個內容要素構面來評論遊戲。
    2. Galgame 應根據劇情結構形式以及舞台背景設定可以分成主要6種類型。
    3. 從玩家的訪談資料的結果,根據遊戲資歷的不同所重視的部份會產生差異。
    ;Over the past few years Japan′s second element of cultural industries, which is often used to talk about the ACG industry (animations, comics, games, etc.), animations deduction enduring even still continued growth and expansion of outside comics, growing the gaming industry and its contrast is not so substantial growth, even the only remaining only that several manufacturers. In the game industry, adult-oriented game does not seem to be affected by the slump in the gaming industry, which "girl games", also commonly known as H-game or Galgame from the first product to come out now spans more than thirty years still flourishing development, there have been the emergence of new companies, the emergence of new content constantly. In addition to some good old game, a lot of companies are trying to do is think up new, creative breakthrough and so on. And to re-examine and modify the current classification game format to solve the above comments trouble is the purpose of this study.

    Sold over the past few years, numerous Galgame market, there is an implicit classification, and this classification as the game has continually push layer occurs, each game makers are trying to create something new works for themselves. Such a situation of players for the game, to quickly identify their favorite game type is not an easy thing,

    The results of this study are summarized as follows:
    1. Galgame to comment on the game should be based on the four facets of content elements.

    2. Galgame formal structure should be based on the story and setting the stage background can be divided into six major types.

    3. From the results of interviews of players, depending on the seniority of the game will have a valued part of the difference.
    Appears in Collections:[企業管理研究所] 博碩士論文

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