青少年線上遊戲人物角色扮演認同之研究
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2006
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Abstract
影像在表層的形式意義之外,其內涵承載之價值意識可能影響左右觀者的認同意識。以人物角色影像呈現為遊戲運作基礎的線上角色扮演遊戲,是目前台灣青少年熱門的休閒娛樂之一,其人物角色影像所承載之價值意識,可能影響改變參與遊戲的青少年,亦即推動未來社會運作的組成成員。故本研究之目的在於了解青少年線上遊戲人物角色的扮演經驗,以及青少年在扮演經驗中如何觀看所扮演的人物角色,進以分析青少年自其人物角色的扮演與觀看中的認同層面內涵。為達成研究的目的,本研究經過前導研究之後,決定運用訪談、觀察、文件分析等三種方法,選定臺北市立K國中的四位青少年,二男二女,作為研究個案。歷經一年的研究和田野工作,而獲致以下主要研究結果:
一、 青少年線上遊戲人物角色的扮演經驗是為多方共構的角色扮演實驗。
遊戲公司、遊戲同儕、青少年自身、家長、學校,乃至社會中的每一成員,皆是共同構成影響線上遊戲角色扮演實驗的多方力量。
二、 青少年對所扮演的線上遊戲人物角色是處於侷限無援的表象觀看。
青少年自我保護的觀看態度,侷限自身對影像意義深入地檢視;家長、學校對線上遊戲漠視、猜忌的立場,減弱自身引導青少年觀看的幫助。
三、 青少年對所扮演的線上遊戲人物角色有著表象價值的認同層面內涵。
青少年侷限無援的觀看,促其停留於影像的表層意義,致其對影像的表層價值予以認同,而未能反省覺知。
最後,根據研究結論,本研究針對青少年、家長與學校、遊戲公司、藝術教育、後續研究分別提出具體建議,期待共構角色實驗的各方力量能自我警覺檢視,而藝術教育能積極地運用視覺文化藝術教育的觀點力量,拓展更豐富的青少年日常生活影像之田野研究,以發展相關藝術教學課程,提升青少年對影像反省觀看與批判思考的能力。
Abstract Images not only offer the viewers surface meanings but also present connotations of values and ideologies which may influence the viewers. On-line role-playing games, which are based on presenting and playing the images of certain characters, are very popular pastimes among Taiwanese teenagers. The values and ideologies behind the images of these characters in on-line role-playing games may influence and change the involving adolescent, which are the main members operating the future society. The objectives of this study are to examine the adolescent’s experience of role-playing the characters in on-line games, and to investigate how they view these characters which they role-plays, and then to analyze the level of identification they have with the characters. To achieve these objectives and after a pilot study, three methods are used, including interview, observation, and document analysis. Four teenagers, two males and two females, studying in a junior high school in Taipei, are involved in the case study. After one-year research and field work, the main results of this study are as follows: 1. The adolescent’s role-play experience of the on-line game characters is a kind of experiment of role-play constructed and influenced by multiple forces. On-line game companies, teenagers themselves, the peer, parents, schools, and other social members, can all influence the adolescent’s experience or experiment of role-playing the characters. 2. The viewpoints which the adolescent hold toward the characters they role-play are limited to the surface level. The self-protective viewing manner of the adolescent limits themselves from examining the values of the images more deeply. The defensive and defiant stance which parents and the school adopt toward on-line games diminishes help and assistance in leading them to the better viewing manners. 3. The level of the adolescent’s identification with the on-line game characters is only to the surface values. Because of the unsupported and limited viewing manner, the adolescent restrict themselves to the surface meaning of the images without knowing it. Therefore, what they have identification with is just the surface values of the images. Finally, based on the results of the study, concrete suggestions are presented to the adolescent, parents, schools, and on-line game companies, and for the art education in Taiwan and for future research. It is hoped that every force that construct and influence the role-playing experiments can be self-vigilant and self-examining all the time. It is also expected that visual cultural art education can be improved and rooted to provide the adolescent with more relative art courses, which may develop the adolescent’s critical thinking and the ability to examining the images they are exposed to.
Abstract Images not only offer the viewers surface meanings but also present connotations of values and ideologies which may influence the viewers. On-line role-playing games, which are based on presenting and playing the images of certain characters, are very popular pastimes among Taiwanese teenagers. The values and ideologies behind the images of these characters in on-line role-playing games may influence and change the involving adolescent, which are the main members operating the future society. The objectives of this study are to examine the adolescent’s experience of role-playing the characters in on-line games, and to investigate how they view these characters which they role-plays, and then to analyze the level of identification they have with the characters. To achieve these objectives and after a pilot study, three methods are used, including interview, observation, and document analysis. Four teenagers, two males and two females, studying in a junior high school in Taipei, are involved in the case study. After one-year research and field work, the main results of this study are as follows: 1. The adolescent’s role-play experience of the on-line game characters is a kind of experiment of role-play constructed and influenced by multiple forces. On-line game companies, teenagers themselves, the peer, parents, schools, and other social members, can all influence the adolescent’s experience or experiment of role-playing the characters. 2. The viewpoints which the adolescent hold toward the characters they role-play are limited to the surface level. The self-protective viewing manner of the adolescent limits themselves from examining the values of the images more deeply. The defensive and defiant stance which parents and the school adopt toward on-line games diminishes help and assistance in leading them to the better viewing manners. 3. The level of the adolescent’s identification with the on-line game characters is only to the surface values. Because of the unsupported and limited viewing manner, the adolescent restrict themselves to the surface meaning of the images without knowing it. Therefore, what they have identification with is just the surface values of the images. Finally, based on the results of the study, concrete suggestions are presented to the adolescent, parents, schools, and on-line game companies, and for the art education in Taiwan and for future research. It is hoped that every force that construct and influence the role-playing experiments can be self-vigilant and self-examining all the time. It is also expected that visual cultural art education can be improved and rooted to provide the adolescent with more relative art courses, which may develop the adolescent’s critical thinking and the ability to examining the images they are exposed to.
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Keywords
青少年, 線上遊戲, 人物角色, 認同, the adolescence, on-line role-playing game, character, identity