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  1. NTU Theses and Dissertations Repository
  2. 文學院
  3. 臺灣文學研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/92084
標題: 我推的文豪:當代「文豪化」的雙重性
Oshi no Bungo: The Duality of Contemporary “Bungolization”
作者: 蔡承志
Cheng-Jhih Tsai
指導教授: 張文薰
Wen-Hsun Chang
關鍵字: 文豪,文學轉譯,《文豪與鍊金術師》,《1930浪漫譚》,擴增實境時代,
Bungo,reculturation of literature,BUNGO and Alchemist,Romantic Story in 1930,Period of Augmented Reality,
出版年 : 2024
學位: 碩士
摘要: 面對文學市場衰退的危機,臺灣發展出以「非虛構」為敘事手法,重視史料基礎的「文學轉譯」,而日本則發展出「角色化文學家為文豪──文豪化」,結合近代文學與大眾娛樂文化的形式,透過為文學家塑造全新形象,吸引消費者消費的同時,消費者進而對背後的文史知識產生興趣。
本文欲先爬梳「文豪」詞彙在近代的起源,從日本、中國,再到受兩者影響的臺灣,近代「文豪」詞彙的起源在西方近代化的影響下,伴隨近代文學興起、近代報章雜誌體系成形,被賦予了時間、空間距離遙遠,偉大而莊重的形象。到了當代,出版界為重振書籍市場重新喚醒「文豪」詞彙,將近代文學家連結至當代大眾生活,「文豪」於當代更加貼近大眾,重新拉近了文學家與大眾的距離。在此之中發展出的便是文學與ACG(Anime, Comic Game)作品結合的形式,宇野常寬提出的「擴增實境時代」(拡張現実の時代)理論,說明了今日現實擴增虛構,人們透過虛構作品對現實產生新的情感連結。理論所未能觸及的消費者能動性,揭示了ACG作品於當代成為人們重新與歷史、文學接軌,認識文史知識的契機。本文將以兩款文豪遊戲,日本的《文豪與鍊金術師》(文豪とアルケミスト)以及臺灣的《1930浪漫譚》作為分析對象,審視「文豪化」形式的成效。兩款遊戲玩家展現的是以ACG作品為媒介,一方面受文豪角色魅力吸引,另一方面回頭接觸背後文史知識的能動性。大小敘事消費共存正是角色化文學家──「文豪化」具備的雙重性,提供了逐漸衰退的文學市場一條文學轉譯的新途徑。
Facing the decline of literary market, Taiwan has developed the “文學轉譯(reculturation of literature)” which use narrative techniques “非虛構(creative nonfiction)” based on the historical context. And in Japan, the combination of morden Japanese literature and entertainment industry “characterize the Author to Bungo: Bungolize”, creating a brand new image for the author, attract people to approach the character, and develop an interest in the history of literature.
This thesis starts with sorting out the origin of the word “Bungo” in modern period. In order of Japan and China, and lead to Taiwan which is influenced by these two. The origin of “Bungo” in modern time is under modernization of the West, following up with the the appearance of modern literature, newspaper and magazine. The word “Bungo” often gave people the image of greatness and sobriety due to time and space. Nowadays, facing the decline of literary market, the publisher arouse the word “Bungo” again. By the integration of modern literature and people''s daily life, the publisher trying to make the concept of “Bungo” more approachable than before. Furthermore, the combination of literature and ACG (Anime, Comic, Game) has been developed. Accroding to Uno Tsunehiro’s theory “Period of Augmented Reality”, the reality in modern time has been augmented by fictionality. And people will make new emotional connection with the reality by fiction works. In addition to that, the consumer agency from the new emotional connection, which Uno Tsunehiro’s theory didn''t approach, shows that ACG works can be the new opportunity for peoeple to reengage history and literature. This thesis will take BUNGO and Alchemist(文豪とアルケミスト) in Japan and Romantic Story in 1930(1930浪漫譚) in Taiwan, which are two video games about “Bungo” for objects of study, analyzing the result of “Bungolize”. The games shows that via ACG works, players are attracted by the charisma of the “Bungo” character, and have the initiative to approach the knowledge of literature behind the games themselves. The coexist of grand narrative and small narrative is the charactering author: Bungolization’s duality, providing a new road to face the decline of literary market.
URI: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/92084
DOI: 10.6342/NTU202400556
全文授權: 同意授權(全球公開)
顯示於系所單位:臺灣文學研究所

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