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| 題名: | 製作歷史:歷史模擬電玩的大眾史學研究 |
| 作者: | 陳立翰;Chen, Li-Han |
| 貢獻者: | 歷史研究所在職專班 |
| 關鍵詞: | 歷史模擬電玩;大眾史學;歷史再現;個人歷史體驗;historical simulation games;public history;historical representation;personalized experiences of history |
| 日期: | 2025-08-18 |
| 上傳時間: | 2025-10-17 13:03:06 (UTC+8) |
| 出版者: | 國立中央大學 |
| 摘要: | 本論文旨在探討歷史模擬電玩作為一種「製作歷史」的機制,如何在大眾史學的脈絡中,影響玩家對歷史的理解與認同。有別於傳統史學的單向知識傳遞,歷史模擬電玩以其高度的互動性與敘事性,不僅賦予玩家主動參與、重構歷史的能力,更讓他們得以在虛擬世界中獲得獨特的「個人歷史體驗」。本研究結合遊戲分析與文獻探討,深入剖析《歐陸風雲4》、《刺客教條:暗影者》與《十字軍之王3》等遊戲,探討其在歷史再現上的取捨、多元敘事的建構,以及玩家透過模組(MOD)進行的歷史創作。 研究發現,歷史模擬遊戲不僅提供一個重現過去的平台,更透過遊戲機制與敘事設計,傳遞特定的歷史觀點與價值觀,例如《歐陸風雲4》對地緣政治的模擬與《刺客教條:暗影者》對多元歷史敘事的再構。此外,玩家的創作行為(如MOD)顯示,他們並非被動的接受者,而是積極的參與者與共同創作者。然而,這種遊戲化的歷史體驗也引發了關於歷史真實性、文化再現與意識形態的批判性討論。 總體而言,本研究認為歷史模擬電玩已成為當代大眾史學實踐的關鍵場域,它改變了人們與歷史的互動方式,並深刻影響了歷史記憶的建構與傳承。 ;This thesis explores historical simulation games as a mechanism of “making history” and examines how they shape players’ understanding and identification with the past within the framework of public history. Unlike the unidirectional transmission of knowledge in traditional historiography, historical simulation games employ interactivity and narrative design to grant players the ability to actively participate in and reconstruct history, while also enabling them to develop unique personalized experiences of history in virtual worlds. By combining game analysis with a review of existing scholarship, this study investigates Europa Universalis IV, Assassin’s Creed: Shadows, and Crusader Kings III, focusing on their negotiation of historical representation, the construction of plural narratives, and the historical creativity fostered through player-made modifications (MODs). The findings reveal that historical simulation games not only provide platforms for re-enacting the past but also transmit specific historical perspectives and values through game mechanics and narrative structures. For example, Europa Universalis IV models geopolitical dynamics, while Assassin’s Creed: Shadows reconstructs pluralistic historical narratives. Moreover, players’ creative practices, such as MOD development, demonstrate that they are not passive consumers but active participants and co-creators of history. At the same time, these gamified experiences of history raise critical debates regarding historical authenticity, cultural representation, and ideology. In conclusion, this research argues that historical simulation games have become a crucial arena for the practice of public history. They transform the ways in which people interact with the past and profoundly shape the construction and transmission of historical memory. |
| 顯示於類別: | [歷史研究所碩士在職專班 ] 博碩士論文
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