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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 謝吉隆 | |
dc.contributor.author | Hua-Jui Tseng | en |
dc.contributor.author | 曾華銳 | zh_TW |
dc.date.accessioned | 2021-05-11T04:59:47Z | - |
dc.date.available | 2019-08-18 | |
dc.date.available | 2021-05-11T04:59:47Z | - |
dc.date.copyright | 2019-08-18 | |
dc.date.issued | 2019 | |
dc.date.submitted | 2019-08-06 | |
dc.identifier.citation | 中文文獻
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(2005). Game Styles, Innovation, and New Audiences: An Historical View. DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play. Retrieved from: http://www.digra.org/wp-content/uploads/digital-library/06278.11155.pdf Donovan, T. (2017). It’s All a Game: The History of Board Games from Monopoly to Settlers of Catan. United States of America: Thomas Dunne Books. Goffman, E. (1961). Encounters: Two Studies in the Sociology of Interaction. United States of America: The Bobbs-Merrill Company, Inc. Griepp, M. (2016). Hobby Games Market over $1.4 Billion in 2015. ICv2. Retrieved from: https://icv2.com/articles/news/view/35150/hobby-games-market-nearly-1-2-billion Griepp, M. (2017). Hobby Games Market over $1.4 Billion in 2016. ICv2. Retrieved from: https://icv2.com/articles/news/view/38012/hobby-games-market-over-1-4-billion Metagross (2013).Video Game Culture in America and Japan: How History has Shaped the Way we Play. Retrieved from: https://www.facebook.com/notes/metagross/video-game-culture-in-america-and-japan-how-history-has-shaped-the-way-we-play/637285322968530/ Miller, M. (2005). A History of Home Video Game Consoles. informIT. Retrieved from: http://www.informit.com/articles/article.aspx?p=378141&seqNum=2 Newzoo (2015). Global Games Market Will Grow 9.4% to $91.5Bn in 2015. Newzoo. Retrieved from: https://newzoo.com/insights/articles/global-games-market-will-grow-9-4-to-91-5bn-in-2015/ Newzoo (2016).The Global Games Market Reaches $99.6 Billion in 2016, Mobile Generating 37%. Newzoo. Retrieved from: https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/ Newzoo (2017).The Global Games Market Will Reach $108.9 Billion in 2017 With Mobile Taking 42%. Newzoo. Retrieved from: https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/ Oldenburg, R. (1999). The Great Good Place: Cafes, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community. United States of America: Da Capo Press. Salen, K. & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. United States of America: MIT Press Simmel, G. (1949). The Sociology of Sociability. American Journal of Sociology, 55, 254-261. Simmel, G. (1971). The Adventurer. In D. N. Levine (Ed.), Georg Simmel on Individuality and Social Forms (pp. 187-198). Chicago: University of Chicago Press. Stenros, J. (2014). In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play. ToDiGRA 1(2). Retrieved from: http://todigra.org/index.php/todigra/article/view/10/26 TabletopGaming (2018). 2017 was the biggest year yet for games on Kickstarter. TabletopGaming. Retrieved from: https://www.tabletopgaming.co.uk/board-games/news/2017-was-the-biggest-year-yet-for-games-on-kickstarter Tam, P. W. (2009). 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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/handle/123456789/698 | - |
dc.description.abstract | 電子遊戲產業在將近 50 年的時光裡,已成為全球市場營收超過千億美元的巨人。在巨人的陰影下,產品沒有聲光特效的桌上遊戲產業不僅沒有過時,近年反而重新帶起流行。
短短 17 年光景,台灣桌遊產業從零開始,發展出超過 30 間桌遊出版社跟 300 間桌遊店,並成為亞洲第二大桌遊市場。然而,儘管大眾與媒體都注意到台灣桌遊產業當前的表現,卻少有人了解其整體發展過程,或只關注少數知名廠商。 台灣桌遊產業的成長,與太陽花運動密不可分。太陽花運動一方面促成群眾募資為大眾所熟悉,而桌上遊戲便藉著群眾募資從小眾娛樂文化滲入大眾文化;另一方面,太陽花運動所激發的群眾本土意識,也帶動了政治桌上遊戲的流行。 此外,桌遊人的熱血更是推動桌遊產業前進的關鍵。桌上遊戲做為一種外來文化,若沒有桌遊人不計代價的熱情,是無法推動桌遊在台普及,並帶領台灣桌遊產業成長。 本篇深度報導論文的核心問題有二。第一是探索桌上遊戲產業是如何在台灣紮根、普及與快速成長,並讓讀者了解這個新興產業的發展脈絡;第二是帶領讀者窺見在桌遊產業的工作之中,有哪些外人難以窺見的辛酸與樂趣,讓有意投入相關工作的人,更加了解桌遊產業內涵。 | zh_TW |
dc.description.abstract | In recently five decades, video game industry becomes a giant with global market revenue over hundreds of billion. Comparing with video game industry, board game industry, whose product lacks fancy computer graphics and background music, does not become outdated. Instead, it is getting popular in the last few years.
The scale of Taiwan board game industry develops into over 30 game publishers and 300 board game shops in only 17 years. Also, Taiwan is the second biggest board game market in Asia. However, although most Taiwanese are aware of the development of board game industry, only few of them know how it develops, or they just focus on famous publishers. The study found that, the development of Taiwan board game industry is deeply related with Sunflower Movement in 2014. On one hand, Sunflower Movement made the masses familiar with crowdfunding, and crowdfunding infiltrated board games from subculture into mass culture. On the other hand, with local consciousness aroused by Sunflower Movement, board games with politic theme became popular. Moreover, practitioners’ passion is the key to the development of Taiwan board game industry. Without their enthusiasm, board game, as a foreign culture, would not have been rapidly popularized in Taiwan, and Taiwan board game industry would not have grown so fast. Therefore, the in-depth report highlights two core issues. The first issue finds out how board game industry prospers in Taiwan, thus leading readers to learn about the context of the development of this emerging industry. The second issue reports the sweets and bitters which only insiders know, letting people who intend to join this industry understand its routine works. | en |
dc.description.provenance | Made available in DSpace on 2021-05-11T04:59:47Z (GMT). No. of bitstreams: 1 ntu-108-R03342026-1.pdf: 1990255 bytes, checksum: 54a9c096cbc373c0e85660a147be89d6 (MD5) Previous issue date: 2019 | en |
dc.description.tableofcontents | 目錄
中文摘要 i 英文摘要 ii 目錄 iv 圖目錄 v 無插電遊戲時代來臨:從零開始走到海外的台灣桌遊產業 20 年 1 歡笑聲的背後,桌遊店老闆不為人知的煩惱與堅持 8 我只是希望夥伴獲得幸福:桌遊愛樂事靠友情闖出海外一片天 14 帶領台灣桌遊產業飛快成長的燃料:熱血、責任、使命感 21 第一章:報導動機與問題意識 27 第一節:報導動機 27 第二節:主題脈絡與報導核心 28 第二章:文獻探討 31 第一節:桌遊簡史與分類 32 1. 近代桌遊簡史 32 2. 桌上遊戲的分類 33 第二節:遊戲與文化 35 1. 電子遊戲文化 35 第三節:桌遊與社交 40 1. 魔幻圈 41 2. 面對面社交 43 3. 第三場所 45 第三章:報導策略 46 第一節:採訪規劃 46 第二節:採訪對象 47 第三節:採訪大綱 49 第四章:參考文獻 55 中文文獻 55 外文文獻 57 圖目錄 圖一:相關事件時間線整理(2002~2019) 26 | |
dc.language.iso | zh-TW | |
dc.title | 無插電遊戲時代:台灣桌上遊戲產業推手的苦與樂 | zh_TW |
dc.title | The Era of Games Unplugged: The Joy and Pain of the People behind Taiwan's Board Game Industry | en |
dc.date.schoolyear | 107-2 | |
dc.description.degree | 碩士 | |
dc.contributor.coadvisor | 李雪莉 | |
dc.contributor.oralexamcommittee | 林展立,林伯修 | |
dc.subject.keyword | 桌上遊戲,台灣桌遊產業,桌遊出版社,桌遊店, | zh_TW |
dc.subject.keyword | Board Game,Taiwan Board Game Industry,Board Game Publishing House,Board Game Shop, | en |
dc.relation.page | 59 | |
dc.identifier.doi | 10.6342/NTU201902448 | |
dc.rights.note | 同意授權(全球公開) | |
dc.date.accepted | 2019-08-06 | |
dc.contributor.author-college | 社會科學院 | zh_TW |
dc.contributor.author-dept | 新聞研究所 | zh_TW |
顯示於系所單位: | 新聞研究所 |
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