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???org.dspace.app.webui.jsptag.ItemTag.dcfield??? | Value | Language |
---|---|---|
dc.contributor.advisor | 陳東升 | |
dc.contributor.author | Yu-Ju Chang | en |
dc.contributor.author | 張玉儒 | zh_TW |
dc.date.accessioned | 2021-05-15T17:50:55Z | - |
dc.date.available | 2014-08-21 | |
dc.date.available | 2021-05-15T17:50:55Z | - |
dc.date.copyright | 2014-08-21 | |
dc.date.issued | 2014 | |
dc.date.submitted | 2014-08-19 | |
dc.identifier.citation | 白錫鏗. (2014, 4月11日). 亞洲統神罵警察「死屁孩」遭訴. 聯合報. Retrieved from http://udn.com/NEWS/BREAKINGNEWS/BREAKINGNEWS2/8606322.shtml
林良哲. (2014, 4月12日). 「罵ID非罵人」亞洲統神起訴. 自由時報. Retrieved from http://news.ltn.com.tw/news/society/paper/770039 科技中心. (2012, 10月14日). 快訊�打爆南韓AZF!台北暗殺星TPA拿英雄聯盟總冠軍. ETtoday. Retrieved from http://www.ettoday.net/news/20121014/114310.htm - ixzz2zBOpnFiI 陳文俐. (2010). 我們比你想得還好動—當代台灣線上遊戲《魔獸世界》玩家消費體驗研究. (碩士), 東吳大學. 黃欣柏. (2014, 1月26日). 打輸GAME罵贏家 大學生送辦. 自由時報. Retrieved from http://news.ltn.com.tw/news/society/paper/750003 黃瓊儀. (2000). 網路中的虛擬菁英與真實世界中的權力菁英之探討. 網路社會學通訊期刊, 11. 謬西. (2009, 7月31日). 魔獸爭霸——蝗蟲的故事. Nownews今日新聞. Retrieved from http://www.nownews.com/n/2009/07/31/888334 Aarseth, E. (2001). Computer Game Studies, Year One. Game Studies 1, 1(1). Acker, J. (1992). Gendering organizational theory. In A. J. a. T. Mills, Peta (Ed.), Gendering Organizational Analysis (pp. 248-260). Newbury Park, London and New Delhi: Sage. Axelrod, R. M. (1984). The evolution of cooperation. New York: Basic Books. Balicer, R. D. (2007). Modeling infectious diseases dissemination through online role-playing games. Epidemiology, 18(2), 260-261. Bell, D. (1972). On Equality: I. Meritocracy and Equality. In J. a. Karabel & A. H. Halsey (Eds.), Power and Ideology in Education (pp. 607 -634). New York: Oxford University Press. Bourdieu, P., & Wacquant, L. J. D. (1992[2009]). 布赫迪厄社會學面面觀 (李康 & 李猛, 譯.). 臺北市: 家庭傳媒城邦分公司發行. Caillois, R. (2001). Man, play, and games: University of Illinois Press. Carr, D. (2005) “Contexts, Gaming Pleasures and Gendered Preferences”, Simulation and Gaming 36(4). Castronova, E. (2005). Synthetic worlds: The business and culture of online games: University of Chicago Press. Costikyan, G. (2000). Where stories end and games begin. Game Developer, 7(9), 44-53. Crawford, G. (2012). Video gamers. New York: Routledge. Dibbell, J. (2007). The life of the Chinese gold farmer. The New York Times, 17. Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Alone together?: exploring the social dynamics of massively multiplayer online games. Paper presented at the Proceedings of the SIGCHI conference on Human Factors in computing systems. Durkheim, E. (1893[1966]). 社會分工論 (王力, 譯.). 臺北市: 臺灣商務. Egenfeldt Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games: The essential introduction. London: Routledge. Elias, N. (1939[2009]). 文明的进程 : 文明的社会起源和心理起源的研究 (王佩莉 & 袁志英, 譯.). 上海: 上海譯文. Eskelinen, M., & Tronstad, R. (2003). Video games and configurative performances. The video game theory reader, 195-220. Feenberg, A. (1999). Questioning Technology. Florence, KY, USA Routledge Fine, G. A. (1983). Share Fantasy: role-playing games as social worlds. Chicago: University of Chicago Garena英雄聯盟營運團隊. (2013). 【綜合】 嚴重辱罵、性騷擾停權說明(發佈停權名單). Retrieved 4月18日, 2014, from http://lol.garena.tw/news/news_info.php?nid=1881 Goffman, E. (1974). Frame Analysis. Griffin, E. A. (2012). A first look at communication theory. New York: McGraw-Hill. Grimes, S. M., & Feenberg, A. (2009). Rationalizing Play: A Critical Theory of Digital Gaming. The Information Society, 25(2), 105-118. doi: 10.1080/01972240802701643 Henricks, T. S. (2006). Play reconsidered: Sociological perspectives on human expression: University of Illinois Press. Huizinga, J. (1938[1996]). 遊戲的人 (多人, 譯.). 杭州: 中國美術學院出版社. Jenkins, H. (1998). Complete freedom of movement: Video games as gendered play spaces. From barbie to mortal kombat: Gender and computer games, 262-297. Jordan, T. (1999). Cyberpower : the culture and politics of cyberspace and the Internet. New York: Routledge. Juul, J. (2005). Half-real : video games between real rules and fictional worlds. London: MIT Press. Juul, J. (2008). The magic circle and the puzzle piece. Paper presented at the Conference proceedings of the philosophy of computer games. Kanter, R. M. (2008). 公司男女 (N. Eki, 譯.). 臺北市: 群學. Lessig, L. (2000[2002]). 網路自由與法律 (劉靜怡, 譯.). 臺北市: 城邦文化發行. Lin, H. a. C.-T. S. (2013). Online Game Worlds as a Virtual Co-presence across National Borders. Paper presented at the New Directions in the Development of Creative and Media Industries International Conference, Hong Kong Chinese University. Lofgren, E. T., & Fefferman, N. H. (2007). The untapped potential of virtual game worlds to shed light on real world epidemics. The Lancet infectious diseases, 7(9), 625-629. Makuch, E. (2014). World of Warcraft subscriptions on the rise, ended 2013 at 7.8 million. Retrieved April 15, 2014, from http://www.gamespot.com/articles/world-of-warcraft-subscriptions-on-the-rise-ended-2013-at-7-8-million/1100-6417575/ Marx, K. (2004). 資本論 (中共中央馬克思恩格斯列寧斯大林著作編譯局, 譯. Vol. 第一卷). 北京: 人民出版社. Myers, D. (2009). The Video Game Aesthetic: play as form In B. P. a. M. J. P. Wolf (Ed.), The Video Game Theory Reader 2 (pp. 45-64). London: Routledge. Oldenburg, R. (1999). The great good place: Cafes, coffee shops, bookstores, bars, hair salons, and other hangouts at the heart of a community: Marlowe New York. Ostrom, E. (1990). Governing the commons: The evolution of institutions for collective action: Cambridge university press. Reeves, B., Malone, T. W., & O’Driscoll, T. (2008). Leadership’s Online Labs. Harvard Business Review, 86(5). Salen, K., & Zimmerman, E. (2004). Rules of Play: game design fundamentals MIT Press. Sicart, M. (2011). The ethics of computer games: MIT Press. Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer‐Mediated Communication, 11(4), 885-909. Taylor, T. (2006). Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause. Games and culture, 1(4), 318-337. Taylor, T. (2007). Pushing the borders: Player participation and game culture. Network_Netplay: Structures of Participation in Digital Culture, New York: Social Science Research Council. Taylor, T. L. (2006a). Beyond management: Considering participatory design and governance in player culture. First Monday. Taylor, T. L. (2006b). Play between worlds: Exploring online game culture. Turkle, S. (1998). 虛擬化身 : 網路世代的身分認同 (譚天 & 吳佳眞, 譯.). 臺北市: 遠流. Wallerstein, I. M. (1998). 近代世界體系 (郭方, 劉新城 & 張文剛, 譯.). 臺北市: 桂冠. Walther, B. K. (2003). Playing and gaming: reflections and classifications. Game Studies: The International Journal of Computer Game Research, 3(1). 白錫鏗. (2014, 4月11日). 亞洲統神罵警察「死屁孩」遭訴. 聯合報. Retrieved from http://udn.com/NEWS/BREAKINGNEWS/BREAKINGNEWS2/8606322.shtml 林良哲. (2014, 4月12日). 「罵ID非罵人」亞洲統神起訴. 自由時報. Retrieved from http://news.ltn.com.tw/news/society/paper/770039 科技中心. (2012, 10月14日). 快訊�打爆南韓AZF!台北暗殺星TPA拿英雄聯盟總冠軍. ETtoday. Retrieved from http://www.ettoday.net/news/20121014/114310.htm - ixzz2zBOpnFiI 陳文俐. (2010). 我們比你想得還好動—當代台灣線上遊戲《魔獸世界》玩家消費體驗研究. (碩士), 東吳大學. 黃欣柏. (2014, 1月26日). 打輸GAME罵贏家 大學生送辦. 自由時報. Retrieved from http://news.ltn.com.tw/news/society/paper/750003 黃瓊儀. (2000). 網路中的虛擬菁英與真實世界中的權力菁英之探討. 網路社會學通訊期刊, 11. 謬西. (2009, 7月31日). 魔獸爭霸——蝗蟲的故事. Nownews今日新聞. Retrieved from http://www.nownews.com/n/2009/07/31/888334 Aarseth, E. (2001). Computer Game Studies, Year One. Game Studies 1, 1(1). Acker, J. (1992). Gendering organizational theory. In A. J. a. T. Mills, Peta (Ed.), Gendering Organizational Analysis (pp. 248-260). Newbury Park, London and New Delhi: Sage. Balicer, R. D. (2007). Modeling infectious diseases dissemination through online role-playing games. Epidemiology, 18(2), 260-261. Bell, D. (1972). On Equality: I. Meritocracy and Equality. In J. a. Karabel & A. H. Halsey (Eds.), Power and Ideology in Education (pp. 607 -634). New York: Oxford University Press. Bourdieu, P., & Wacquant, L. J. D. (1992[2009]). 布赫迪厄社會學面面觀 (李康 & 李猛, 譯.). 臺北市: 家庭傳媒城邦分公司發行. Caillois, R. (2001). Man, play, and games: University of Illinois Press. Carr, D. (2005) “Contexts, Gaming Pleasures and Gendered Preferences”, Simulation and Gaming 36(4). Castronova, E. (2005). Synthetic worlds: The business and culture of online games: University of Chicago Press. Costikyan, G. (2000). Where stories end and games begin. Game Developer, 7(9), 44-53. Crawford, G. (2012). Video gamers. New York: Routledge. Dibbell, J. (2007). The life of the Chinese gold farmer. The New York Times, 17. Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Alone together?: exploring the social dynamics of massively multiplayer online games. Paper presented at the Proceedings of the SIGCHI conference on Human Factors in computing systems. Durkheim, E. (1893[1966]). 社會分工論 (王力, 譯.). 臺北市: 臺灣商務. Egenfeldt Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games: The essential introduction. London: Routledge. Elias, N. (1939[2009]). 文明的进程 : 文明的社会起源和心理起源的研究 (王佩莉 & 袁志英, 譯.). 上海: 上海譯文. Eskelinen, M., & Tronstad, R. (2003). Video games and configurative performances. The video game theory reader, 195-220. Feenberg, A. (1999). Questioning Technology. Florence, KY, USA Routledge Fine, G. A. (1983). Share Fantasy: role-playing games as social worlds. Chicago: University of Chicago Garena英雄聯盟營運團隊. (2013). 【綜合】 嚴重辱罵、性騷擾停權說明(發佈停權名單). Retrieved 4月18日, 2014, from http://lol.garena.tw/news/news_info.php?nid=1881 Goffman, E. (1974). Frame Analysis. Griffin, E. A. (2012). A first look at communication theory. New York: McGraw-Hill. Grimes, S. M., & Feenberg, A. (2009). Rationalizing Play: A Critical Theory of Digital Gaming. The Information Society, 25(2), 105-118. doi: 10.1080/01972240802701643 Henricks, T. S. (2006). Play reconsidered: Sociological perspectives on human expression: University of Illinois Press. Huizinga, J. (1938[1996]). 遊戲的人 (多人, 譯.). 杭州: 中國美術學院出版社. Jenkins, H. (1998). Complete freedom of movement: Video games as gendered play spaces. From barbie to mortal kombat: Gender and computer games, 262-297. Jordan, T. (1999). Cyberpower : the culture and politics of cyberspace and the Internet. New York: Routledge. Juul, J. (2005). Half-real : video games between real rules and fictional worlds. London: MIT Press. Juul, J. (2008). The magic circle and the puzzle piece. Paper presented at the Conference proceedings of the philosophy of computer games. Kanter, R. M. (2008). 公司男女 (N. Eki, 譯.). 臺北市: 群學. Lessig, L. (2000[2002]). 網路自由與法律 (劉靜怡, 譯.). 臺北市: 城邦文化發行. Lin, H. a. C.-T. S. (2013). Online Game Worlds as a Virtual Co-presence across National Borders. Paper presented at the New Directions in the Development of Creative and Media Industries International Conference, Hong Kong Chinese University. Lofgren, E. T., & Fefferman, N. H. (2007). The untapped potential of virtual game worlds to shed light on real world epidemics. The Lancet infectious diseases, 7(9), 625-629. Makuch, E. (2014). World of Warcraft subscriptions on the rise, ended 2013 at 7.8 million. Retrieved April 15, 2014, from http://www.gamespot.com/articles/world-of-warcraft-subscriptions-on-the-rise-ended-2013-at-7-8-million/1100-6417575/ Marx, K. (2004). 資本論 (中共中央馬克思恩格斯列寧斯大林著作編譯局, 譯. Vol. 第一卷). 北京: 人民出版社. Myers, D. (2009). The Video Game Aesthetic: play as form In B. P. a. M. J. P. Wolf (Ed.), The Video Game Theory Reader 2 (pp. 45-64). London: Routledge. Oldenburg, R. (1999). The great good place: Cafes, coffee shops, bookstores, bars, hair salons, and other hangouts at the heart of a community: Marlowe New York. Ostrom, E. (1990). Governing the commons: The evolution of institutions for collective action: Cambridge university press. Reeves, B., Malone, T. W., & O’Driscoll, T. (2008). Leadership’s Online Labs. Harvard Business Review, 86(5). Salen, K., & Zimmerman, E. (2004). Rules of Play: game design fundamentals MIT Press. Sicart, M. (2011). The ethics of computer games: MIT Press. Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer‐Mediated Communication, 11(4), 885-909. Taylor, T. (2007). Pushing the borders: Player participation and game culture. Network_Netplay: Structures of Participation in Digital Culture, New York: Social Science Research Council. Taylor, T. L. (2006a). Beyond management: Considering participatory design and governance in player culture. First Monday. Taylor, T. L. (2006b). Does WoW change everything? How a PvP server, multinational player base, and surveillance mod scene caused me pause. Games and culture, 1(4), 318-337. Taylor, T. L. (2006c). Play between worlds: Exploring online game culture. Turkle, S. (1998). 虛擬化身 : 網路世代的身分認同 (譚天 & 吳佳眞, 譯.). 臺北市: 遠流. Wallerstein, I. M. (1998). 近代世界體系 (郭方, 劉新城 & 張文剛, 譯.). 臺北市: 桂冠. Walther, B. K. (2003). Playing and gaming: reflections and classifications. Game Studies: The International Journal of Computer Game Research, 3(1). Wang, H., & Sun, C.-T. (2011). Game reward systems: gaming experiences and social meanings. Paper presented at the Proceedings of DiGRA 2011 Conference: Think Design Play. Weber, M. (2007). 基督新教倫理與資本主義精神 (康樂 & 簡惠美, 譯.). 台北市: 遠流. Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From Tree House to Barracks The Social Life of Guilds in World of Warcraft. Games and culture, 1(4), 338-361. Yee, N. (2008). Maps of digital desires: Exploring the topography of gender and play in online games. Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming, 83-96. Zimmerman, E. (2004). Narrative, interactivity, play, and games: Four naughty concepts in need of discipline. First person: New media as story, performance, and game, 154-164. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/5008 | - |
dc.description.abstract | 在台灣,線上遊戲成為許多人的主要休閒活動,在遊戲規則的指引下,玩家與他人共同組隊,完成遊戲任務。雖然團隊合作是線上遊戲中的主要活動,然而國內以此為主題的研究卻相對稀少。本文從遊戲規則出發,分析遊戲中的團隊合作如何在兩種不同類型的遊戲中,塑造遊戲中的秩序,並再製了社會規範。
遊戲規則是玩家互動的土壤,其構成了基本的遊戲框架。在以數量化為特徵的遊戲規則所創生出來的遊戲空間裡,玩家被預設為理性計算的個體,「成本」與「利益」的考量成為互動的核心,玩家發展出不同的互動策略,遊戲規則所創造的框架也展現了它們實質上一為功績主義式的階序系統,一為多元成就系統的特質。 然而,玩家的實作展現了比上述遊戲規則所塑造出來的合作框架更為繁複的行為與意義創造。藉由遊戲公司和玩家、玩家和玩家間的互動,產生了社群共同認可的合作策略,並被玩家學習運用,原本位於遊戲之外的社會規範由此滲進了遊戲空間。 合作策略的差異,造成了以下後果:(1)性別的職業分化。在英雄聯盟裡,女性玩家更容易落入從事類家務勞動的職業位置,面臨依附或獨立的多重困境。(2)遊戲方式的單一化。在遊戲規則的共同作用下,「休閒玩家」成為魔獸世界中可被接受的社會類屬。相反地,積分規則擠壓了英雄聯盟中「休閒玩家」的存在空間,也導向了遊戲方式的單一化。 在此同時,遊戲外的社會規範也透過合作策略轉換到遊戲內:(1)遊戲中的德行論述,合理化了遊戲中玩家的互動關係。 (2)遊戲外的人際關係,展現出替代遊戲內位階的可能性 (3)「男追女」的互動劇碼,藉由遊戲社群的「普遍樣板」效應,成為玩家對於遊戲中事件理解方式之一。(4)現實社會的經濟地位藉由金錢介入了遊戲的價值系統,也形成了遊戲中「玩」之純粹性的可能危機。 透過玩家間的團隊合作,遊戲不僅僅是讓人們休養生息以便再度投入生產活動的娛樂(recreation),更是玩家再製(re-create)一套社會秩序的空間。 | zh_TW |
dc.description.abstract | In Taiwan, online games are one of the most popular leisure activities. Guided by the rules of the game, players team up to complete tasks. Although team collaboration is the one of the main activities in massively multiplayer online games(MMOG), in Taiwan there are relatively few game studies focused on collaboration itself. Starting from the rules of the games, I analyzed how collaboration in two different games - World of Warcraft (WoW) and League of Legends (LoL) - creates social order and re-create social norms in games.
The games' rules provide a basic framework for interactions among players. Rules are characteristic of high quantifiability. When players are considered as rational people in the economic sense, calculating costs and benefits becomes the core of interaction. Players have developed various strategies within the frameworks, one of which is a merit-based hierarchical system(LoL), and another which is a multi-disciplined achievement system(WoW). However, the practices and meaning-makings of the players are complex and go well beyond the rational calculating framework. Game companies and players have interacted to produce a set of collaborative strategies that are accepted by the community, which players have learned and applied in online games. In this way, social norms have been introduced into game spaces. In these two games, there are two different collaboration strategies. The differences of collaboration have led to the following outcomes: (1) Gendered occupational differentiation. In LoL, female players tend to stay in domestic labor-like positions, facing an independent double dilemma. (2) Monotonous way of play. Collaborative strategies acceptable to the online community and the rules of the games provided leisure players opportunities to play as they were. On the contrary, in LoL, the rules of game and collaboration strategies have forced leisure players to adjust their gaming styles to one monotonous way of play. Meanwhile, social norms have been transferred into games in different ways. (1) The discourse of virtue has justified the power-relations between players. (2) Friendships in real life have expressed their potential to level the positions of players. (3) General tokens in online games communities have brought the interaction repertoire “Boys chasing Girls” as a way to interpret events in online games. (4) In-game monetary systems have intersected with the monetary system in the real world, which might twist the fundamental elements of play. Through collaboration, MMOG are not only a form of recreation, but also a space where players re-create social orders. | en |
dc.description.provenance | Made available in DSpace on 2021-05-15T17:50:55Z (GMT). No. of bitstreams: 1 ntu-103-R98325015-1.pdf: 12167134 bytes, checksum: f779644475ae2e107794d48babdcdeac (MD5) Previous issue date: 2014 | en |
dc.description.tableofcontents | 目錄
口試委員審定書 i 致謝 ii 中文摘要 iv 英文摘要 v 第一章 緒論 1 第一節 前言:遊戲中的團隊合作 1 第二節 文獻回顧 9 第三節 研究問題 42 第二章 遊戲團隊合作的框架 56 第一節《魔獸世界》遊戲結構的基本分析 56 第二節《英雄聯盟》遊戲結構的基本分析 65 第三節 玩家採取的策略比較 76 第四節 關於比較的疑慮 93 第三章 遊戲公司的中介 97 第一節 遊戲公司的引入與推廣路線:電競vs.公會 98 第二節 普通玩家的職業化:實況 112 第三節 小結:遊戲合作框架與社會框架的偶合 124 第四章 玩家互動下的團隊合作:學著當個「好玩家」 125 第一節 上行而下效:遊戲策略的習得與後續效應 125 第二節 遊戲外的性別框架與遊戲內的社會框架的聯合:Support vs.補師 141 第三節 休閒玩家的存在空間 154 第五章 誰能一起玩:遊戲中的「德行」 173 第一節 團隊合作中的兩種遊戲德行:技術與人品 173 第二節 遊戲中的短期團隊 181 第三節 遊戲中的長期團隊 197 第六章 我們都是社會人:社會身份與遊戲內的團隊合作 210 第一節 親朋好友:一條輕鬆的康莊之路 210 第二節 性別:女性作為遊戲中的樣板(Token) 220 第三節 金錢:代打與外掛、g團 231 第四節 小結 240 第七章 結論 242 參考文獻 250 附錄一 254 圖目錄 圖1-1遊戲框架與社會框架的交錯 22 圖1-2遊戲的理性化:一個分化的取徑(取自Grimes&Feenberg (2009)) 30 圖3-1 Garena公司報導(螢幕截圖 103 圖5-1漫畫《我的隊友都是…》,網友「神之豆腐」作 189 圖6-1女性實況玩家爆出醜聞(螢幕截圖) 229 圖6-2 8591寶物交易網上LoL代打販賣(螢幕截圖) 238 圖6-3 8591寶物交易網上LoL代打價目表(螢幕截圖) 239 圖7-1遊戲的團隊合作框架 247 表目錄 表1-1 遊戲性(ludification)的五個特質 32 表1-2受訪者列表 52 表2-1英雄聯盟與魔獸世界遊戲框架下導引出的理性策略 89 表3-1兩款遊戲的發展條件比較 110 表5-1英雄聯盟與魔獸世界中「德行」的比較 201 表8-1比較「遊戲」的定義(取自Salen and Zimmerman (2004)) 254 | |
dc.language.iso | zh-TW | |
dc.title | 學著做玩家:線上遊戲框架中的社會秩序──以魔獸世界與英雄聯盟為例 | zh_TW |
dc.title | Becoming a Player: How Collaboration (Re-)creates Social Order in Online Games | en |
dc.type | Thesis | |
dc.date.schoolyear | 102-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 張玉佩,林日璇 | |
dc.subject.keyword | 框架分析,合作,規則,線上遊戲,性別,策略,社會規範, | zh_TW |
dc.subject.keyword | frame analysis,cooperation,rule,online game,gender,strategy,social norm, | en |
dc.relation.page | 255 | |
dc.rights.note | 同意授權(全球公開) | |
dc.date.accepted | 2014-08-19 | |
dc.contributor.author-college | 社會科學院 | zh_TW |
dc.contributor.author-dept | 社會學研究所 | zh_TW |
Appears in Collections: | 社會學系 |
Files in This Item:
File | Size | Format | |
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ntu-103-1.pdf | 11.88 MB | Adobe PDF | View/Open |
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