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| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 柯冠州 | zh_TW |
| dc.contributor.advisor | Kuan-Chou Ko | en |
| dc.contributor.author | 葉芷妤 | zh_TW |
| dc.contributor.author | Jr-Yu Ye | en |
| dc.date.accessioned | 2025-07-30T16:10:40Z | - |
| dc.date.available | 2025-07-31 | - |
| dc.date.copyright | 2025-07-30 | - |
| dc.date.issued | 2025 | - |
| dc.date.submitted | 2025-07-24 | - |
| dc.identifier.citation | Caillois, R. (2001). Man, play, and games. University of Illinois Press.
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| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/98165 | - |
| dc.description.abstract | 隨著兒童遊戲型態自傳統、以同儕互動為主、高自主性且風險相對較低的活動,逐漸轉向數位化、商業化的遊戲場域,兒童所面臨的風險亦隨之升高。此類遊戲常涉及成年玩家,導致互動關係出現不對稱性,使兒童更易遭受誤導或潛在傷害。此一轉變突顯家長介入與陪伴之必要性與迫切性。本研究旨在探討家長如何於高度規則化、競爭導向且嵌入市場機制的數位遊戲環境中,回應兒童的參與行為與潛在風險。研究採取田野觀察與半結構式訪談作為資料蒐集方法,分析家長所面臨的價值衝突、實踐行動樣態以及角色變化的過程。研究辨識出兩種主導性價值觀: Real World與Fun World,並歸納出四類家長角色:Navigator、Disciplinarian、Enabler、Fixer,各自體現不同的價值取向與介入邏輯。
本研究延伸家庭—市場二元理論框架至兒童遊戲場域,揭示家長於樂趣與風險、消費與教育等張力之間所進行的行動調整。相較於過往將家長視為單一、穩定的守門人角色,本研究指出家長在實踐中展現出角色多樣性。透過整合既有對家長角色的觀察,本研究建構一套遊戲場域系統化的親職角色模型,並為後續相關研究奠定基礎。 | zh_TW |
| dc.description.abstract | As children's play shifts from traditional, peer-based, autonomous, and low-risk activities to digital commercial games, they face greater risks. These games often involve adult players, creating asymmetrical interactions where children may be misled or exploited. This shift highlights the critical need for parental involvement. The research examines how parents navigate children’s gameplay and associated risks in structured, competitive, and market-driven environments. Drawing on field observations and semi-structured interviews, it investigates the value conflicts parents face, their modes of action, and role shifts. The analysis identifies two guiding value systems: Real World and Fun World, and four parental roles: Navigator, Disciplinarian, Enabler, and Fixer, each reflecting distinct value orientations.
This research extends the family-market dichotomy into gaming context, showing how parents navigate tensions between fun and risk, consumption and education. Rather than serving as fixed gatekeepers, parents adopt varied roles shaped by context and personal values. The findings reveal multiple, and at times conflicting, logics underlying parental actions in children’s play, offering an integrated role model that synthesizes and advances prior research. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2025-07-30T16:10:39Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2025-07-30T16:10:40Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | 摘要 iii
Abstract iv 目次 v 圖次 vi 表次 vii 第一章、緒論 1 第二章、文獻回顧 4 2.1 遊戲之於人類社會 4 2.2 樂趣與功利的二元對立 6 2.3 遊戲之於兒童發展 7 2.4 兒童遊戲變遷 9 2.5 家長的介入角色 11 第三章、研究方法 13 複雜遊戲場域的選擇:寶可夢機台 13 田野調查 14 參與者招募與訪談執行 14 訪談大綱 15 資料處理與分析方式 16 第四章、研究結果 18 遊戲的價值觀 20 Fun world 20 Real world 24 家長角色 26 Navigator 27 Disciplinarian 31 Enabler 35 Fixer 39 第五章、結論 43 研究發現 43 學術貢獻 44 實務貢獻 45 研究限制和未來方向 45 參考文獻 47 | - |
| dc.language.iso | zh_TW | - |
| dc.subject | 遊戲 | zh_TW |
| dc.subject | 兒童發展 | zh_TW |
| dc.subject | 家庭教育 | zh_TW |
| dc.subject | 寶可夢 | zh_TW |
| dc.subject | 街機遊戲 | zh_TW |
| dc.subject | Pokemon | en |
| dc.subject | Gaming | en |
| dc.subject | Children | en |
| dc.subject | Parent | en |
| dc.subject | Children's play | en |
| dc.subject | Parenting | en |
| dc.subject | Parental mediation | en |
| dc.subject | Family education | en |
| dc.subject | Arcade game | en |
| dc.title | 遊戲與教養的邊界:兒童遊戲場域中家長的價值抉擇與行動 | zh_TW |
| dc.title | The Boundary Between Play and Parenting: Parents’ Value Choices and Actions in Children’s Play | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 113-2 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.oralexamcommittee | 林嘉薇;許書瑋 | zh_TW |
| dc.contributor.oralexamcommittee | Chia-Wei Lin;Shu-Wei Hsu | en |
| dc.subject.keyword | 兒童發展,遊戲,寶可夢,家庭教育,街機遊戲, | zh_TW |
| dc.subject.keyword | Gaming,Children,Parent,Children's play,Parenting,Parental mediation,Family education,Pokemon,Arcade game, | en |
| dc.relation.page | 49 | - |
| dc.identifier.doi | 10.6342/NTU202501937 | - |
| dc.rights.note | 未授權 | - |
| dc.date.accepted | 2025-07-26 | - |
| dc.contributor.author-college | 管理學院 | - |
| dc.contributor.author-dept | 商學研究所 | - |
| dc.date.embargo-lift | N/A | - |
| 顯示於系所單位: | 商學研究所 | |
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