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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/96614
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor趙恬儀zh_TW
dc.contributor.advisorTien-Yi Chaoen
dc.contributor.author游皓詠zh_TW
dc.contributor.authorHao-Yung Yuen
dc.date.accessioned2025-02-20T16:12:40Z-
dc.date.available2025-02-21-
dc.date.copyright2025-02-20-
dc.date.issued2025-
dc.date.submitted2025-01-16-
dc.identifier.citationAarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. The Johns Hopkins UP, 1997.
Adams, Ernest. Fundamentals of Game Design. 2nd ed., New Riders, 2010.
Azuma, Hiroki. Otaku: Japan's Database Animals. Translated by Jonathan E. Abel and Shion Kono, U of Minnesota P, 2009.
---. The Birth of Game-like Realism: Database Animals 2. Tonsan Publications Inc., 2015.
Bell, Alice, et al. “From Theorizing to Analyzing Digital Fiction.” Analyzing Digital Fiction, Routledge, 2014, pp. 3-17.
Bethesda Game Studios. The Elder Scrolls V: Skyrim. Bethesda Softworks, 11 Nov. 2011.
Bolter, Jay David. Writing Space: Computers, Hypertext, and the Remediation of Print. 2nd ed., Lawrence Erlbaum Associates Inc., 2001.
Bostan, Barbaros, and Tim Marsh. “Fundamentals of Interactive Storytelling.” AJIT‐e: Online Academic Journal of Information Technology, vol. 3, no. 8, Summer 2012, pp. 19-42. doi.org/10.5824/1309-1581.2012.3.002.x. Accessed 6 Mar. 2023.
Britt, Brian C. and Rebecca K. Britt. “From waifus to whales: The evolution of discourse in a mobile game-based competitive community of practice.” Mobile Media & Communication, vol. 9, 2020, pp. 3-29. doi.org/10.1177/2050157920934509. Accessed 5 Feb. 2024.
Bueno, Daniel. “Fate/Stay Night Remastered Coming to Switch and PC in 2024.” Siliconera, 30 Jan. 2024, www.siliconera.com/fate-stay-night-remastered-coming-to-switch-and-pc-in-2024/. Accessed 5 Feb. 2024.
Cicconi, Sergio. “The Shaping of Hypertextual Narrative.” The Integrated Media Machine: A Theoretical Framework, edited by Mauri Ylä-Kotola et al., vol. 2, Edita Publishing Oy, 2000, pp. 101-20.
Cova, Florian, and Amanda Garcia. “The Puzzle of Multiple Endings.” The Journal of Aesthetics and Art Criticism, vol. 73, no. 2, Spring 2015, pp. 105-14.
D'Anastasio, Cecilia. “Cyberpunk Bartending Game Mixes Waifus With Great Storytelling.” Kotaku, 22 Jun. 2016, kotaku.com/cyberpunk-bartending-game-mixes-waifus-with-great-story-1782429629. Accessed 20 Aug. 2024.
Deleuze, Gilles, and Felix Guattari. A Thousand Plateaus: Capitalism and Schizophrenia. Translated by Brian Massumi, U of Minnesota P, 1987.
Fate/stay night Flowchart. Translated by TakaJun, Mirror Moon, 15 Nov. 2008, intarbutt.info/datazz/FSN_Flowchart.pdf. Accessed 6 Mar. 2023.
Fate/stay night REMASTERED. Type-Moon, 8 Aug. 2024, typemoon.com/products/f-sn/. Accessed 20 Aug. 2024.
Green, Melanie C., et al. “Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds.” Communication Theory, vol. 14, issue 4, Nov. 2004, pp. 311–27. doi.org/10.1111/j.1468-2885.2004.tb00317.x. Accessed 5 Feb. 2024.
Greenwood, Forrest. “The Girl at the Center of the World: Gender, Genre, and Remediation in Bishōjo Media Works.” Mechademia, vol. 9, 2014, pp. 237-52. JSTOR, https://doi.org/10.5749/mech.9.2014.0237. Accessed 5 Apr. 2023.
Hanson, Christopher. Game Time: Understanding Temporality in Video Games. Indiana UP, 2018.
Jones, Ali. “Doki Doki Literature Club! surpasses two million downloads.” PCGamesN, 15 Jan. 2018, www.pcgamesn.com/doki-doki-literature-club/doki-doki-literature-club-player-numbers. Accessed 20 Aug. 2024.
Kacsuk, Zoltan. “From ‘Game-like Realism’ to the ‘Imagination-oriented Aesthetic’: Reconsidering Bourdieu’s Contribution to Fan Studies in the Light of Japanese Manga and Otaku Theory.” Kritika Kultura, vol. 26, 2016, pp. 274-92. doi.org/10.13185//KK2016.02615. Accessed 19 Dec. 2024.
Lam, Fan-Yi. “Comic Market: How the World’s Biggest Amateur Comic Fair Shaped Japanese Dōjinshi Culture.” Mechademia, vol. 5, 2010, pp. 232-48. JSTOR, www.jstor.org/stable/41510966. Accessed 6 Mar. 2023.
Lebowitz, Josiah, and Chris Klug. Interactive storytelling for video games: a player-centered approach to creating memorable characters and stories. Focal Press, 2011.
Liu, Stephanie. “Remake of 1998 Visual Novel One Will Come Out in December.” Siliconera, 26 May 2023, www.siliconera.com/remake-of-1998-visual-novel-one-will-come-out-in-december/. Accessed 20 Aug. 2024.
Manovich, Lev. “New Media from Borges to HTML.” The New Media Reader, edited by Noah Wardrip-Fruin and Nick Montfort, the MIT P, 2003, pp. 13-25.
Murray, Janet H. “Inventing the Medium.” The New Media Reader, edited by Noah Wardrip-Fruin and Nick Montfort, the MIT P, 2003, pp. 3-11.
Ohara, T, translator. “The Fate/stay night Staffs Interview.” ComiPress, 30 Jun. 2006, www.comipress.com/article/2006/06/30/386.html. Accessed 20 Aug. 2024.
Punday, Daniel. “Seeing into the Worlds of Digital Fiction.” Analyzing Digital Fiction, Routledge, 2014, pp. 57-72.
Roberts, David. “Good libations and frank conversations: You should be playing VA-11 HALL-A.” Play Mag, 28 Jun. 2016, www.gamesradar.com/good-libations-and-frank-conversations-you-should-be-playing-va-11-hall-a/. Accessed 20 Aug. 2024.
Romano, Sal. “Tsukihime: A Piece of Blue Glass Moon coming west in 2024.” Gematsu, 2 Jul. 2023, www.gematsu.com/2023/07/tsukihime-a-piece-of-blue-glass-moon-coming-west-in-2024. Accessed 20 Aug. 2024.
Saito, Kumiko. “From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games.” Arts, vol. 10, no. 3, June 2021. doi.org/10.3390/arts10030042. Accessed 6 Mar. 2023.
Steinberg, Marc. “Platform Producer Meets Game Master: On the Conditions for the Media Mix.” World Building, edited by Marta Boni, Amsterdam UP, 2017, pp. 143-63. JSTOR, doi.org/10.2307/j.ctt1zkjz0m.11. Accessed 6 Mar. 2023.
Tavinor, Grant. “Video Games as Mass Art.” Contemporary Aesthetics, vol. 9, no. 9, 2011, digitalcommons.risd.edu/liberalarts_contempaesthetics/vol9/iss1/9/. Accessed 6 Mar. 2023.
Type-Moon. Fate/stay night Réalta Nua. Kadokawa Shoten, 19 Apr. 2007.
Yoshida, Hiroshi et al. “Meta-gamic Realism: Digital Games as Platform for Criticism.” Router: A Journal of Cultural Studies, no. 38, Jun. 2024, pp. 217-238. doi:10.6752/JCS.20246_38.0010. Accessed 10 Dec. 2024.
Wright, Steven T. “How Doki Doki Literature Club's subversive satire explores the power of visual novels.” Rock Paper Shotgun, 23 Feb. 2018, www.rockpapershotgun.com/doki-doki-literature-club-visual-novels. Accessed 20 Aug. 2024.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/96614-
dc.description.abstract本論文旨在探討視覺小說此一新興媒體,如何採用交錯敘事與多重結局來呈現有別於傳統敘事的替代方法,透過細讀(Close Reading)的方式研究日本視覺小說《Fate/stay night》(以下簡稱《FSN》)。隨著科技的進步和個人電腦的大量普及,各種具有探索數位空間潛力的新媒體形式不斷湧現,發展出蓬勃的文化現象。視覺小說即為其中之一,其作為互動式小說,不僅結合文字敘事與美術插圖,亦能在限定架構中和讀者互動,因此本人於論文中主張視覺小說之混雜性質(hybridity)值得深入學術性探討。本論文於第一章探討《FSN》作為視覺小說,在表面上如何受到傳統紙本小說與電子遊戲的影響,及其產生之多媒體體驗和上述兩種媒體的相異之處。第二章聚焦於軟體的內部機制,討論《FSN》之內部機制如何與閱讀視覺小說的行為進行互動,並推進特定類型的敘事方式。第三章則分析《FSN》如何通過三個連續的故事線構建自我指涉的敘事,並探討呈現多重結局對於視覺小說作為新興媒體的敘事潛力所代表的意義。本論文透過全面探索《FSN》中的三條路線,提出視覺小說媒體位於紙本小說與數位遊戲之間的中介性,主張此一多元混種的特色為數位媒體呈現新敘事的普遍方式,值得學界更多的關注。zh_TW
dc.description.abstractThis thesis aims to explore the visual novel medium, which accommodates alternate methods of storytelling with overlapping narratives and multiple endings, through a close reading of the Japanese visual novel Fate/stay night (henceforth FSN). The advancement of technology and the mass adoption of the personal computer have resulted in the flourishing of an evolving cultural phenomenon, as new media and mediums exploring the contours of what one could do with digital spaces emerge. One of these new media forms is the visual novel, a form of interactive fiction that combines textual narratives with artistic illustrations and a degree of user interactivity. I argue in this thesis that FSN’s hybrid nature is worthy of further scholarly investigation for several reasons. Chapter One examines how FSN’s hybrid presentation of the visual novel medium is influenced by both traditional paper-based fiction and video games on the surface layer, and how the resulting multimedia experience differs from both. Chapter Two focuses on the work’s inner mechanisms of the software, how they interface with the act of reading the visual novel, and how this interaction facilitates a specific kind of storytelling. Chapter Three analyzes how FSN’s storytelling constructs a self-referential narrative through the three sequential storylines, and what the equal presentation of multiple endings says about the narrative potential of visual novels as a new medium. By mapping out the three routes within FSN through a full exploration of the visual novel, this thesis suggests that the visual novel medium is situated in the middle point of paper-based fiction and digital video games. I argue that this hybrid niche is an increasingly common way for new narratives to be told through the digital medium and deserves more scholarly attention.en
dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2025-02-20T16:12:40Z
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dc.description.provenanceMade available in DSpace on 2025-02-20T16:12:40Z (GMT). No. of bitstreams: 0en
dc.description.tableofcontentsAcknowledgements i
中文摘要 ii
English Abstract iii
Table of Contents iv
List of Figures v
Introduction 1
Literature Review 3
Methodology 18
Chapter 1: Presentation – Visual, Audial, Special Effects 23
User Interface 23
Controls 28
Visuals 30
Audio 35
Chapter 2: Mechanics – Branching Paths and Hidden Parameters 43
Decision Points, Choices, and Forking Hypernarratives 45
Saving and Loading 51
Bad Endings, Visual Novel Conventions, and Decision Chains 55
The Relationship Meter and Hidden Parameters 60
Chapter 3: Story – Three Routes, One Story 72
Setting the World, Building a Database 73
Character Development of Shirou Emiya 86
Conclusion 103
Works Cited 108
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dc.language.isoen-
dc.subject遊戲性寫實主義zh_TW
dc.subject混雜性zh_TW
dc.subject視覺小說zh_TW
dc.subject數位媒體zh_TW
dc.subject新媒體zh_TW
dc.subjectHybridityen
dc.subjectNew mediaen
dc.subjectDigital fictionen
dc.subjectVisual novelsen
dc.subjectGame-like realismen
dc.title多元混合敘事:《Fate/stay night》及視覺小說媒介之探索zh_TW
dc.titleHybrid Narratives: An Exploration of Fate/stay night and the Visual Novel Mediumen
dc.typeThesis-
dc.date.schoolyear113-1-
dc.description.degree碩士-
dc.contributor.oralexamcommittee涂銘宏;廖勇超zh_TW
dc.contributor.oralexamcommitteeMing-Hung Tu;Yung-Chao Liaoen
dc.subject.keyword新媒體,數位媒體,視覺小說,遊戲性寫實主義,混雜性,zh_TW
dc.subject.keywordNew media,Digital fiction,Visual novels,Game-like realism,Hybridity,en
dc.relation.page111-
dc.identifier.doi10.6342/NTU202500151-
dc.rights.note同意授權(限校園內公開)-
dc.date.accepted2025-01-16-
dc.contributor.author-college文學院-
dc.contributor.author-dept外國語文學系-
dc.date.embargo-lift2025-02-21-
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