Skip navigation

DSpace

機構典藏 DSpace 系統致力於保存各式數位資料(如:文字、圖片、PDF)並使其易於取用。

點此認識 DSpace
DSpace logo
English
中文
  • 瀏覽論文
    • 校院系所
    • 出版年
    • 作者
    • 標題
    • 關鍵字
    • 指導教授
  • 搜尋 TDR
  • 授權 Q&A
    • 我的頁面
    • 接受 E-mail 通知
    • 編輯個人資料
  1. NTU Theses and Dissertations Repository
  2. 社會科學院
  3. 社會學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/47155
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor林鶴玲
dc.contributor.authorYu-Hsin Huangen
dc.contributor.author黃育歆zh_TW
dc.date.accessioned2021-06-15T05:49:11Z-
dc.date.available2010-08-31
dc.date.copyright2010-08-19
dc.date.issued2010
dc.date.submitted2010-08-18
dc.identifier.citation林欣若 (2003) 網路中的女性情誼:以台大椰林「站崗的女人」為例。台北:國立政治大學新聞學系碩士論文
胡幼慧 (2006) 質性研究:理論、方法及本土女性研究實例。台北:巨流。
陳佳靖 (2003) 網路中的人際關係、互動經驗與自我認同。新竹:國立交通大學傳播學研究所碩士論文。
陳智先 (2009) 線上遊戲社交性研究:玩家社交活動與「第三場域」的觀點。新竹:國立交通大學傳播學研究所碩士論文
黃厚銘 (2000) 網路人際關係的親疏遠近。台大社會學刊 28期。from: http://blog.yam.com/retribalize/article/7899927
魏書娥 (2006) 陌生人與我們何干:Georg Simmel陌生人概念的社會與文化分析。2006年台灣社會學年會暨國科會專題研究結果發表論文。
Bakardjieva, Maria (2008[2005]) 網路社會與日常生活。丘忠融、李紋鋒(譯)。台北:韋伯。
Bardzell, Shaowen and Odom, William (2008) The Experience of Embodied Space in Virtual Worlds:An Ethnography of a Second Life Community. Space and Culture 11(3):239-259
Bartle, Richard (1997) Heart, Clubs, Diamonds, Spades: Players Who Suit MUDs. The Journal of Virtual Worlds. 1(1) from:http://www.mud.co.uk/richard/hcds.htm
Bauman, Zygmunt (2007) 液態之愛。何定照、高瑟濡(譯)。台北:商周。
Cailois, Roger (1958 [1961]) Man, Play and Game. USA: he free press of Glencoe,
Christopherson, Kimberly M. (2007) The Positive and Negative Implications of Anonymity in Internet Social Interactions:On the Internet Know You’re a Dog” Computer in Human Behavior, 23: 3038-3056.
Cooley, Charles H. (1998) On Self and social organization. (ed. Schubert, H.) Chicago, Illinois, USA :The University of Chicago Press..
Ducheneaut, N., Yee, N., Nickell, E., &Moore, R. (2006) “Alone Together?” Exploring the Social Dynamics of Massively Multiplayer Online Games” Proceedings CHI 2006 ACM Press, New York 407-416
──(2007)Virtual “Third Places”: A Case Study of Sociability in Massively Multiplayer Games. Computer Supported Cooperative Work.16(1-2): 129-166
Durkheim, Emile (2002) 社會分工論。渠東(譯)。台北:左岸。
Fencott, Clive (1999) Towards a design methodology for virtual environments. Proceedings of User Centred Design and Implementation of Virtual Environments. University of York, 91-98
http://74.125.155.132/scholar?q=cache:aQGz1r_tJ3kJ:scholar.google.com/+Clive+Fencott,1999&hl=zh-TW&as_sdt=2000
Giddens, Anthony (2002) 現代性與自我認同:晚期現代的自我與社會。趙旭東、方文(譯)。台北:左岸。
Goffman, Erving (1961) Fun in Games. Pp. 17-84 in Encounters: Two Studies in the Sociology of Interaction. New York: Bobbs-Merrill
──(2005[1967]) interaction ritual. New Jersey: New Brunswisk Press.
Hayne, Stephen C. and Rice, Ronald E. (1997) Attribution Accuracy When Using Anonymity in Group Support Systems. International journal of human-computer studies 47(23):429-452
Herring, Susan C. (2002) Computer-Mediated Communication on the Internet. Annual Review of Information Science and Technology. 36: 109-168 http://scholar.google.com.tw/scholar?hl=zh-TW&q=Computer-Mediated+Communication+on+the++internet&lr=&as_ylo=&as_vis=0
Hagel, John and Armstrong, Arthur G. (1997) Net gain: expanding markets through virtual communities. Boston, MA :Harvard Business School Press
Hine, Christine (1999) Virtural Ethnography. London: SAGE.
Huizinga, Johan (1949) Homo Ludens: A Study of the Play-Element in Culture. London : Routledge.
Hunter, Albert (1975) The Loss of Communities: An Empirical Test Through replication. American Sociology Review,40(8): 537-552.
Jakobsson, Milael and Taylor, T.L. (2003) The Sopranos Meet EverQuest: Social Networking in Massively Multiplayer Online Games. at Conference Proceedings of the 2003 Digital Arts and Culture(DAC) Conference(pp. 81-90). Melbourne, Australia
Juul, Jesper (2005) Half-Real:Video Games between Real Rules and Fictional Worlds. MIT Press
Kendall, Lori (2002) Hang out in the virtual pub: masculinities and relationship online. University of California Press.
Klastrup, Lisbeth (2003) A poetics of virtual worlds. Melbourne DAC 2003. from : http://hyprtext.rmit.edu.au/dac/papers/Klastrup.pdf.
Lofland, Lyn H. (1973) A World of Strangers: Order and Action in Urban Public Space. New York: Waveland Press
──(1989) Social life in the public realm: A review. Journal of Contemporary Ethnography, 17(4): 453-482.
http://jce.sagepub.com/cgi/content/abstract/17/4/453
Murray, Janet (1997) Hamlet on the Holodeck: The Future of Narrative in Cyberspace.New York: Free Press
Oldenburg, Ray (1999[1989]) The Great Good Place. Place of Publication: Publisher.
Paulos, Eric and Elizabeth, Goodman (2004) The Familiar Stranger: Anxiety, Comfort and Play in Public Places” Proceedings CHI 2004, Vienna, Austria 223-230 from: http://www.paulos.net/intel/pubs/papers/Familiar%20Stranger%20(CHI%202004).pdf
Pearce, Celia (2009) Communities of Play: Emergent Cultures in Multiplayer Games and Virtual World. MIT press
Rheingold, Howard (1993) The Virtual Community : Homesteading on the Electronic Frontier. MIT Press.
Simmel, Georg (2002[1908]) 社會學:關於社會化形式的研究。林榮遠(譯)。北京:華夏。
Simmel, Georg & Hughes, Everett C. (1949) The Sociology of Sociability. The American Journal of Sociology, 55(3): 254-261. from:
http://www.jstor.org/stable/2771136
Simon, Bart (2006) Never Playing Alone: The Social Contextures of Digital Gaming. Proceedings of CGSA 2006 symposium. from: http://journals.sfu.ca/loading/index.php/loading/article/view/20/3
Soukup, Charles (2006) Computer-mediated communication as a virtual third place: building Oldenburg’s great good places on the world wide web. New media & society, 8(3):421-440
Stein, Maurice (1960) The Eclipse of Community. Princeton, NJ: Princeton Universiry Press.
Steinkuehler, Constance and Williams, Dmitri (2006) Where everybody knows your (screen) name: Online games as 'third places.' Journal of Computer-Mediated Communication, 11(4): 885-909 from:
http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html
Taylor, T.L. (2006) Play between worlds: Exploring online game culture. Cambridge, MA: MIT Press
Tönnies, Ferdinand (2001) Community and Civil Society (ed. Jose Harris) UK: Cambridge University Press
Turkle, Sherry (1998) 虛擬化身—網路世代的身份認同。譚天、吳佳真(譯)。台北:遠流。
Virnoche, Mary E. (2001) Stranger Transformed: Conceptualizing on and offline Stranger Disclosure. Social Thought& Research, 24(1&2):343-367
from: http://kuscholarworks.ku.edu/dspace/handle/1808/5179
Walther, Joseph B. (1992) Interpersonal Effects in Computer-Mediated Interaction: A Relational Perspective. Communication Research 19(1):52-90
──(1996) Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction. Communication Reasearch,23(3): 3-43.
From: http://crx.sagepub.com/content/23/1/3
Wellman, Barry (1979) The Community Question: The Intimate Networks of East Yorkers. American Journal of Sociology. 84: 1201-1231.
Wellman, Barry and Gulia, Milena (1999) Net Surfers Don’t Ride Alone: Virtual Communities as Communities. Pp.167-194 in Communities in Cyberspace, edited by Marc A. Smith and Peter Kollock. London: Roultedge From: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.28.4435&rep=rep1&type=pdf
Whitty, Monica T. (2008) Liberating or delilitating? An examination of romantic relationship, sexual relationships and friendships on the Net. Computers in Human Behavior, 24: 1837-1850.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/47155-
dc.description.abstract隨著都市化,人們逐漸走出傳統社區,與熟人離得愈來愈遠,卻與愈來愈多陌生人相遇。資訊科技為當代人帶來各式新的陌生人,透過網際網路,陌生人不再被侷限於實體地理區,可以移動的範圍比以往更大,甚至可以同時出現多個平台裡。本文要說明的是,數位遊戲提供陌生人一種不同於傳統的相遇平台:它讓陌生人「一起玩」,為日常生活人們與陌生人的關係增添另一種新想像。
本文採用參與觀察和深度訪談,由玩家主觀詮釋自己與遊戲網友一起玩的過程中形成各種社會關係對其生活的重要性。相較於現實情境及部分網路平台裡的陌生人,多人線上遊戲(MMOGs)同個伺服器的玩家之間大多不是流動的過客,而是固定相遇的「熟悉陌生人」。玩家長期沉浸於伺服器內的互動生態裡,形成伺服器地方感,隨著投入的時間愈來愈久,玩家還可能加入遊戲群體、結交好友。我將遊戲玩家的社會關係區分成:遊戲路人、遊戲同儕、遊戲摯友,呈現遊戲網友之間豐富的互動模式,說明玩家如何從「玩」的活動中,找到了各面向的陪伴者,分別為其日常生活帶來不同的意義。藉此了解MMOGs不只是當代人與陌生人相遇的中介平台,也是玩家維繫網友關係的中介,同時也藉著遊戲中介與網友保持安全距離,維持「有點貼、又不太貼」的友誼關係。
zh_TW
dc.description.provenanceMade available in DSpace on 2021-06-15T05:49:11Z (GMT). No. of bitstreams: 1
ntu-99-R96325008-1.pdf: 3254226 bytes, checksum: 0b1f3b3f6ada89ec9e0e36eed75795b0 (MD5)
Previous issue date: 2010
en
dc.description.tableofcontents口試委員審定書
誌謝---------------------------------------------------------------------------------- i
中文摘要-----------------------------------------------------------------------------iii
第一章 導論
第一節 研究動機與研究問題-----------------------------------------------p.1
第二節 遊戲世界的要素:空間、化身、MMOGs遊戲機制--------p.3
第二章 文獻回顧------------------------------------------------------------p.17
第一節 由傳統到當代的陌生人與熟人關係---------------------------p.18
第二節 電腦中介的陌生人接觸------------------------------------------p.24
第三節 遊戲情境中的社交接觸------------------------------------------p.31
第三章 研究方法
第一節 為什麼要用數位民族誌------------------------------------------p.40
第二節 研究執行------------------------------------------------------------p.43
第四章 有玩家才有地方感
第一節 「熟悉的陌生人」:化身的頻繁接觸-------------------------p.51
第二節 路人ID形塑地方感--------------------------------------------p.60
第五章 有同儕才有歸屬感
第一節 請安及探問帶來的同儕群體感------------------------------p.70
第二節 異質同儕的一般性互動---------------------------------------p.77
第三節 「像家又不是家」的非正式關係---------------------------p.82
第六章 「有點貼、又不能太貼」的遊戲知己------------------------p.90
第一節 患難見真情、聊久識人心-----------------------------------p.91
第二節 不計代價的優先互動與分享--------------------------------p.96
第三節 親密的聆聽者--------------------------------------------------p.100
第七章 結論
第一節 研究結果摘要----------------------------------------------------p.112
第二節 研究限制與展望-------------------------------------------------p.118
參考書目-------------------------------------------------------------------------p. 120
dc.language.isozh-TW
dc.subject熟悉陌生人zh_TW
dc.subject多人線上遊戲zh_TW
dc.subject陌生人zh_TW
dc.subject網友關係zh_TW
dc.subject社會接觸zh_TW
dc.subject第三地zh_TW
dc.subjectthird placeen
dc.subjectfamiliar strangeren
dc.subjectMMOGen
dc.subjectstrangeren
dc.subjectin-game relationshipen
dc.subjectsocial encounteren
dc.title「熟悉的陌生人」:由線上遊戲網友關係窺探日常生活的陌生人意義zh_TW
dc.title“Familiar Strangers”:
Pry into the meaning of the strangers in daily life through MMOG in-game relationships
en
dc.typeThesis
dc.date.schoolyear98-2
dc.description.degree碩士
dc.contributor.oralexamcommittee吳筱玫,方念萱
dc.subject.keyword多人線上遊戲,陌生人,網友關係,社會接觸,第三地,熟悉陌生人,zh_TW
dc.subject.keywordMMOG,stranger,in-game relationship,social encounter,third place,familiar stranger,en
dc.relation.page123
dc.rights.note有償授權
dc.date.accepted2010-08-19
dc.contributor.author-college社會科學院zh_TW
dc.contributor.author-dept社會學研究所zh_TW
顯示於系所單位:社會學系

文件中的檔案:
檔案 大小格式 
ntu-99-1.pdf
  未授權公開取用
3.18 MBAdobe PDF
顯示文件簡單紀錄


系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。

社群連結
聯絡資訊
10617臺北市大安區羅斯福路四段1號
No.1 Sec.4, Roosevelt Rd., Taipei, Taiwan, R.O.C. 106
Tel: (02)33662353
Email: ntuetds@ntu.edu.tw
意見箱
相關連結
館藏目錄
國內圖書館整合查詢 MetaCat
臺大學術典藏 NTU Scholars
臺大圖書館數位典藏館
本站聲明
© NTU Library All Rights Reserved