博碩士論文 100187004 詳細資訊




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姓名 張鐵懷(Tieh-huai Chang)  查詢紙本館藏   畢業系所 學習與教學研究所
論文名稱 指認電玩玩家的潛藏能力
(Identify the hidden compentences of video-game gamer)
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摘要(中) 玩家如何玩的能力,一直是一個黑盒子。透過電玩經驗所衍生的能力到底是什麼?這個晚近學習學(learning sciences)的核心關切,一直未被詳解。本文解析玩家社群中浮現的社群知識,指認玩家展現的潛藏能力特性。研究問題定錨於:電玩世代玩家們潛藏的未知能力為何?藉由長時間的田野投入與觀察筆記、訪談與文件分析,研究結果呈現三個實徵研究,分別是:遊戲社群知識、再遊戲化能力、玩家共創能力。這三個過去未被具體指認的玩家潛藏的能力,並非本文作者刻意設計好實驗以進行研究,而是從研究者的位置,以質性取向的方式,長時間在田野的探尋所獲知。具體貢獻有二,首先,本研究彙整出之雙維度分析架構,具體指出現行的文獻缺口與可能突破方式,可作為玩家各種能力的「座標系統」,讓後續研究者彼此的探討更容易對話與聚焦;其次,以擁有在地知識的資深成員角度,得以橋接遊戲玩家的圈內人知識,戮力開啟本領域研究社群成員亟需具備之分析視野,縮短電玩社群研究者與被研究者對於電玩知識的落差斷裂,亦即傳遞與詮釋兩個社群的已知和未知,透過實徵研究方式來使「玩家潛藏能力」這個文獻缺口能夠逐漸縮小,對於現今電玩社群知識學術化的急迫性有所回應。
摘要(英) How do gamers play and what are gamers’ competencies while gaming have been hiding in a black box. What are the competencies that result from gaming experiences? This is a core concern being debated in the field of learning science lately, but not thoroughly unveiled. The present study aims to analyze the emerging co-constructive knowledge in gamers’ communities, identifying the characteristics of potential competencies gamers may exhibit. The main research question is “What are the unknown/potential competencies among gamers of the gaming generation?”
Through a long-term engagement in the gaming field, along with field notes, interviews, and document analysis, the present study unveiled three important findings: the knowledge of gaming community, the co-constructive competencies among gamers, and the competence of re-gamification.
Gamers’ potential competencies revealed in the present study, in fact, were not the experimental results concluded from a deliberately designed research. Rather, they were gleaned from authentic gaming field, with the approach of long-term ethnographic immersion, by the researcher. The present study has two significant contributions. First, a two-dimensional analytic framework that specifically identified the extant literature gap has been proposed. The framework, a coordinate system identifying gamers’ wide range of competencies, serves as a breakthrough on which fellow researchers could easily rely in gaming community research. Second, as an experienced gaming veteran, the present study strived to provide an analytic framework for gaming researchers, bridging the knowledge gap between gamers’ communities and gaming community researchers. That is, transferring and interpreting the known and the unknown of these communities, bridging and minimizing the literature gap of gamers’ hidden competencies through empirical studies is a timely response to the field of academic gaming community research.
關鍵字(中) ★ 玩家能力
★ 系統性文獻回顧
★ 玩家社群知識
★ 再遊戲化
★ 玩家共創
關鍵字(英) ★ gamer’s compentences
★ systematic literature review
★ gamer’s community knowledge
★ re-gamification
★ gamer’s co-construction
論文目次 章節目錄
一、 緒論:玩家的能力是什麼? 1
1-1.研究背景與時代意義性 1
1-2.研究動機 6
1-2-1.玩家 vs. 學習:電玩人才及其專精知識,有待更多的正視與研究 6
1-2-2.三十年玩家成為學術新人的責任感使然 7
二、 文獻探討:玩家能力之系統性文獻回顧 12
2-1.系統性文獻回顧之意義 12
2-2.玩家能力/素養研究的分析架構回顧 14
2-3.本文系統性文獻搜尋的方法介紹 18
2-4.玩家能力架構之四象限分類 25
2-5.四象限知識缺口指認 33
研究問題 40
三、 研究方法 41
3-1.研究架構與情境 41
3-2.本研究之書寫結構 42
3-3.「參與」典範所認定的「學習」 44
3-4.研究者的位置 46
四、 研究發現 50
4-1.Study 1:電玩社群知識(Gamer’s community knowledge) 53
4-1-1. 電玩社群知識的相關文獻 54
4-1-2. 電玩社群知識之研究方法 60
4-1-3. 電玩社群知識的分析結果 64
4-2.Study 2:再遊戲化能力(Re-gamification competence) 82
4-2-1. 再遊戲化能力的相關文獻 84
4-2-2. 再遊戲化能力之研究方法 99
4-2-3. 再遊戲化能力的分析結果 103
4-3.Study 3:玩家共創能力(Gamer’s co-construction competence) 111
4-3-1. 玩家共創能力的相關文獻 113
4-3-2. 玩家共創能力之研究方法 117
4-3-3. 玩家共創能力的分析結果 123
五、 結論與討論 132
5-1.結論 132
5-2.對遊戲研究學術圈的貢獻 134
5-3.對遊戲研究方法的貢獻 137
5-4.對未來研究的期許 138
中文參考文獻 142
英文參考文獻 150
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指導教授 陳斐卿(Fei-Ching Chen) 審核日期 2020-1-21
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