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  1. NTU Theses and Dissertations Repository
  2. 社會科學院
  3. 政治學系
Please use this identifier to cite or link to this item: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/51032
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dc.contributor.advisor陳嘉銘(Chia-Ming Chen)
dc.contributor.authorShih-Chun Leeen
dc.contributor.author李時雋zh_TW
dc.date.accessioned2021-06-15T13:24:07Z-
dc.date.available2020-08-24
dc.date.copyright2020-08-24
dc.date.issued2020
dc.date.submitted2020-08-14
dc.identifier.citation中文部分
Amartya Sen著,林宏濤譯,2013,《正義的理念》,臺北:商周出版。
Bernard Suits著,胡天玫、周育萍譯,2016,《蚱蜢—遊戲、生命與烏托邦》,新北市:心靈工坊。
Iris Young著,陳雅馨譯,2017,《正義與差異政治》,臺北:商周出版。
Johan Huizinga著,成窮譯,2013,《遊戲人—對文化中遊戲因素的研究》,新北:康德出版社。
John Stuart Mill著,郭志嵩譯,2004,《論自由》,臺北市:臉譜出版。
Marshall McLuhan著,鄭明萱譯,2006,《認識媒體—人的延伸》,臺北:貓頭鷹出版。
Martha Nussbaum著,方佳俊譯,2007,《逃避人性—噁心、羞恥與法律》,臺北:商周出版。
Martha Nussbaum著,高忠義譯,2017,《憤怒與寬恕—重思正義與法律背後的情感價值》,臺北:商周出版。
吳典倫,2005,《美國法上種族仇恨性言論之研究》,臺北:臺灣大學法律學研究所碩士論文。
林子儀,1988,〈言論自由之理論基礎〉,《臺大法學論叢》,18 (1) : 227 - 275。
陳宜中,2013,《當代正義論辯》,臺北:聯經出版。
張玉儒,2014,《學著做玩家——以魔獸世界與英雄聯盟為例》,臺北:國立臺灣大學社會學研究所碩士論文。.
蔡佶良,2016,《遊戲實況的運作機制:閱聽人、社群價值、資本邏輯》,新竹:國立交通大學傳播研究所碩士論文。
鄭貞銘,2014,《傳播大師》,新北:臺灣商務。
鍾安,2013,《論網路匿名言論之保障—以身分揭露為中心》,臺北:國立政治大學哲學所碩士論文。
英文部分
Anti – Defamation League. (2019). Free to Play? Hate, Harassment, and Positive Social Experiences in Online Games. Retrieved from https://www.adl.org/free-to-play
Ditch The Label. (2017, 5). In Game Abuse: The Extent and nature of inline bullying within digital gaming environments. Retrieved from https://www.ditchthelabel.org/wp-content/uploads/2017/05/InGameAbuse.pdf
Cheung, G., Huang, J. (2011, 5). Starcraft from the stands: understanding the game spectator. Paper presented at the SIGCHI Conference on Human Factors in Computing Systems.
Cogburn, J., Silcox, M. (2009). Philosophy Through Video Games (1 ed.). UK: Routledge.
Kasumovic and Kuznekoff, (2015). Insights into Sexism: Male Status and Performance Moderates Female-Directed Hostile and Amicable Behaviour. PLoS ONE 10(7).
Lewis, A. (2010). Freedom for the Thought That We Hate. New York: Basic Books.
Li, R. (2016). Good Luck Have Fun: The Rise of eSports. New York: Skyhorse.
Maher, Brendan.(2016). Can a video game company tame toxic behavior? Nature, 531, 568-571.
Mill , J. S. (2010). On Liberty. London: Penguin Group.
Nussbaum, M. C. (2000). Women and Human Development: The Capabilities Approach. New York: Cambridge Press
Nussbaum, M. C. (2006). Hiding from Humanity: Disgust, Shame, and the Law. New Jersey: Princeton University Press.
Nussbaum, M. C. (2007). Frontiers of Justice: Disability, Nationality, Species Membership. Massachusetts: Harvard University Press.
Nussbaum, M. C. (2010). Objectification and Internet Misogyny In M. C. Nussbaum S. Levmore (Eds.), The Offensive Internet : speech, privacy, and reputation. Massachusetts: Harvard University Press.
Nussbaum, M. C. (2016). Anger and Forgiveness: Resentment, Generosity, Justice. New York: Oxford University Press.
Posner, R. A. (2010). The Internet, Competition, and Censorship. Retrieved from https://www.becker-posner-blog.com/2010/01/the-internet-competition-and-censorshipposners-comment.html
Ronson, J. (2015). So You've Been Publicly Shamed. New York: Riverhead Books.
Sunstein, C. R. (2007). Republic.com 2.0. New Jersey: Princeton University Press.
Sunstein, C. R. (2010). Believing False Rumor. In M. C. Nussbaum S. Levmore (Eds.), The Offensive Internet : speech, privacy, and reputation.. Massachusetts: Harvard University Press.
Sunstein, C. R. (2016). Conspiracy Theories and Other Dangerous Ideas. New York: Simon Schuster.
Sunstein, C. R. (2017). #Republic : Divided Democracy in The Age of Social Media. New Jersey: Princeton University Press.
Young, I. (2002). Inclusion and Democracy. New York: Oxford University Press.
Young, I. (2011). Justice and the Politics of Difference. New Jersey: Princeton University Press.
Young, I. (2011). Responsibility for Justice. New York: Oxford University Press.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/51032-
dc.description.abstract隨著時代的改變,網際網路成為人們實體的社會空間外、溝通互動的重要場域,電子遊戲在當代也已經是人與人社交的重要媒介,在遊戲中,肆無忌憚的言論是許多玩家習以為常,並藉此放鬆身心的行為,但在有趣之餘,其中的「惡意言論」以及「惡劣行徑」不僅僅會直接造成遊戲的破壞,在許多狀況下,也要擔心惡意言論更進一步傷害到玩家日常生活的可能性。本論文以John Stuart Mill的言論傷害原則做為出發,從幾位學者對於遊戲的分析,闡述電子遊戲具有某些特殊性,訂定了結構性的因素,使得玩家之間的傷害並不直接。遊戲作為人類生活漸趨重要的選項,單一化的視角及目標—追求實力為原則,使得遊戲瀰漫了一股負面情緒,並討論Martha Nussbaum關於「憤怒」與究責,在各種方面排除了玩家追求價值的實現。最終則以Iris Young的「壓迫」作為啟發,論及玩家之間的交火與網際群體身分的重層性相關,試圖反省作為遊戲機制中的玩家,應該意識到一種對遊戲結構的「責任」,遊戲公司可以透過賦權予玩家共同追求更多樣化的環境,以實現玩家在其中能追求各種不同價值的可能性。zh_TW
dc.description.abstractWith the change of time, the Internet has become a vital way for communications and socialization outside of our physical space. For many, video game has developed into an important medium for socializing. In games, malicious comments and remarks are common amongst players. It’s a way for the player to feel relax and free. However, some malicious comments and behaviours have often time caused harm to the game itself, and in many cases, these comments can create a toxic environment for other players. This thesis takes John Stuart Mill’s harm principles as a starting point and with the support of other scholars to further analyse how gaming can create a toxic environment which can cause harm to players indirectly. As gaming progress into an integral part of people’s lives, the immersive experience of video game can be harmful to the players and skew their perspective, that is only care about pursuing power and strength in the game. Often times, with such goal oriented structural gaming setup can make the game permeate with negative emotions. The thesis then discusses Martha Nussbaum’s “Anger” and accountability, on how gaming can exclude players from pursuing the realization of value in other aspects of life. Further, the thesis will use Iris Young’s “oppression” as inspiration, and discuss how the fights between players and the multi-layered identity nature of the gaming community can harm the gaming experience, then reflect on how a player should be aware of their 'responsibility' when playing within the game structure. Finally, the thesis looks at how game developers can empower players and together developed a more diverse gaming environment. Allowing players to realizes the possibility to pursue different values within the game.en
dc.description.provenanceMade available in DSpace on 2021-06-15T13:24:07Z (GMT). No. of bitstreams: 1
U0001-1008202016294700.pdf: 2249899 bytes, checksum: 3840aac6e84ed2aaff3df6f1197ddd34 (MD5)
Previous issue date: 2020
en
dc.description.tableofcontents第一章 緒論 01
第一節、研究動機:電子遊戲的惡質環境 01
第二節、問題意識 05
第三節、論述架構 15
第二章 傷害原則和名譽保護 17
第一節、網路霸凌與傷害原則:以Mill的自由論為討論核心17
第二節、名譽保護:以我國妨礙名譽判例為例 23
第三章 網路時代的電子遊戲 28
第一節、遊戲中的實力原則:電子遊戲的運作邏輯 28
第二節、遊戲作為一種媒介:從McLuhan的遊戲論談起 35
第三節、遊戲玩家的怒火:以Nussbaum的憤怒論為討論核心40
第四章 網路中的群體壓迫 46
第一節、網路身分的多重性 47
第二節、電子遊戲中的壓迫 51
第三節、玩家的權利與義務 56
第五章 結論 60
第一節、遊戲需要治理嗎? 61
第二節、遊戲的民主化與玩家的賦權 64
參考文獻 69
dc.language.isozh-TW
dc.subject責任zh_TW
dc.subject社會群體zh_TW
dc.subject壓迫zh_TW
dc.subject名譽zh_TW
dc.subject憤怒zh_TW
dc.subject傷害zh_TW
dc.subject電子遊戲zh_TW
dc.subject電子遊戲zh_TW
dc.subject傷害zh_TW
dc.subject名譽zh_TW
dc.subject壓迫zh_TW
dc.subject社會群體zh_TW
dc.subject責任zh_TW
dc.subject憤怒zh_TW
dc.subjectAngeren
dc.subjectVideo Gameen
dc.subjectHarmen
dc.subjectReputationen
dc.subjectOppressionen
dc.subjectSocial Groupen
dc.subjectResponsibilityen
dc.subjectAngeren
dc.subjectVideo Gameen
dc.subjectHarmen
dc.subjectReputationen
dc.subjectOppressionen
dc.subjectSocial Groupen
dc.subjectResponsibilityen
dc.title惡質環境中的電子遊戲──一個政治理論的視角zh_TW
dc.titleGaming as a toxic environment: A political theory perspectiveen
dc.typeThesis
dc.date.schoolyear108-2
dc.description.degree碩士
dc.contributor.oralexamcommittee曾國祥(Roy Tseng),魏楚陽(Chu-Yang Wei)
dc.subject.keyword電子遊戲,傷害,名譽,壓迫,社會群體,責任,憤怒,zh_TW
dc.subject.keywordVideo Game,Harm,Reputation,Oppression,Social Group,Responsibility,Anger,en
dc.relation.page72
dc.identifier.doi10.6342/NTU202002831
dc.rights.note有償授權
dc.date.accepted2020-08-14
dc.contributor.author-college社會科學院zh_TW
dc.contributor.author-dept政治學研究所zh_TW
Appears in Collections:政治學系

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