請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/98988完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 張正衡 | zh_TW |
| dc.contributor.advisor | Cheng-Heng Chang | en |
| dc.contributor.author | 許凱淳 | zh_TW |
| dc.contributor.author | Kai-Chun HSU | en |
| dc.date.accessioned | 2025-08-20T16:33:20Z | - |
| dc.date.available | 2025-08-21 | - |
| dc.date.copyright | 2025-08-20 | - |
| dc.date.issued | 2025 | - |
| dc.date.submitted | 2025-08-14 | - |
| dc.identifier.citation | 林開世
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Taylor, E.B. 2022 Ethnography as Play. American Journal of Play 14(1):33-57. Tobin, Joseph, eds. 2004 Pikachu's Global Adventure: The Rise and Fall of Pokémon. Durham: Duke University Press. Thomas, Nicholas 1991 Entangled Objects: Exchange, Material Culture, and Colonialism in the Pacific. Massachusetts: Harvard University Press. Umehara, Daigo 2016 The Will to Keep Winning. Doug Burgee, Trans. Tokyo: Shogakukan Inc. White, Daniel 2022 Administering Affect: Pop-Culture Japan and the Politics of Anxiety. Stanford: Stanford University Press. The Pokémon Company 2024 Pokémon in Figures. https://corporate.pokemon.co.jp/en/aboutus/figures/, accessed may 30, 2024. Stuart, Keith 2014 Nintendo Game Boy – 25 facts for its 25th anniversary. The Guardian, https://amp.theguardian.com/technology/2014/apr/21/nintendo-game-boy-25-facts-for-its-25th-anniversary?fbclid=IwY2xjawHM6o9leHRuA2FlbQIxMAABHT71x7h7vmZFGZyX8RVeu8LADY8IbOl93gITyPA2vapjlA5Byxh6pmwu1Q_aem_xJNceVRx1mcD4QVKn1HWkw, accessed Decembre 16. 2024. | - |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/98988 | - |
| dc.description.abstract | 本碩士論文是一篇關於臺灣寶可夢卡牌遊戲競技社群玩家的遊戲實踐以及玩家如何透過寶可夢角色形塑自我與社會關係的民族誌。透過參與觀察卡牌遊戲社群活動,包括參加競技比賽、與玩家一起開卡包、討論卡牌能力與卡牌圖像等,本文嘗試回答解釋數位遊戲於電腦、手機等平台上隨手可得之際,玩家仍然選擇投入實體卡牌遊戲的原因為何?玩家與角色及卡牌之間的互動具備哪些特質,這些特質如何影響玩家之間的互動,並進一步形塑卡牌遊戲社群的實踐與認同?以遊戲社群為案例的民族誌能對當代遊戲、動畫與漫畫角色於人們的社會互動與關係所扮演的角色提出什麼樣的記述?
在進行民族誌研究的過程中,我發現在進行寶可夢角色牌組的構築與對戰的過程中,玩家往往會逐漸發展出對特定角色的情感、羈絆,乃至於認同感。這些情感會促進玩家去想像並建構與角色共同存在的世界,玩家之間對於角色的共通情感常成為玩家之間進行互動、產生連結的重要媒介。相較於過往人類學對於遊戲的研究著重於遊戲作為商品、產業或虛擬世界的運作邏輯,本文關注遊戲角色所在的世界如何成為玩家展現想像力與創造力的重要空間,並特別關注玩家如何透過角色建構自我認同、理解他者,並在遊戲場域中產生新的社會關係與連結。 | zh_TW |
| dc.description.abstract | This master's thesis an ethnography about the game practices of players in Taiwan's Pokémon Trading Card Game (TCG) competitive community and how players shape their self-identity and social relationships through Pokémon characters. Through participant observation in TCG community activities, including attending competitions, opening TCG booster packs with players, and discussing effects and illustration of Pokémon cards, this thesis attempts to explain why players choose to engage in physical TCG when contemporary digital games are readily available on platforms such as computers and mobile phones. What are the characteristics of the interaction between players, cards, and characters, and how do these characteristics affect interactions between players, further shaping the practices and identities of the TCG community? What kind of account can this ethnographic study offer regarding the role played by contemporary game, anime, and manga characters in people's social interactions and relationships?
In the process of conducting ethnographic fieldwork, I found that during deckbuilding and battling process of Pokémon character decks, players would gradually develop feelings, bonds, and even a sense of identification with specific characters. These feelings enable players to imagine and construct a world where they coexist with characters, and the common feelings towards certain characters among players often become an important medium for players to interact and form connections. Compared to previous anthropological research on games and characters, which focused on games as commodities, industry or the logic of virtual worlds, this thesis focuses on how the world where game characters reside becomes an important space for players to demonstrate imagination and creativity, and examines how players construct self-identity, understand others, and create social relationships and connections within the game space through characters. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2025-08-20T16:33:20Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2025-08-20T16:33:20Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | 摘要 i
Abstract ii 目次 iii 圖次 v 表次 v 前言:與角色一同對戰1 第一章 緒論:遊戲角色作為自我與世界的中介3 當代遊戲與社會4 人類學的寶可夢研究8 角色、世界與民族誌15 田野概述19 競技社群的組成與歷史22 競技社群的範圍26 競技與休閒29 對角色的感受與語言30 卡牌遊戲競技社群的特質32 章節安排35 第二章 遊戲場域、寶可夢系列與不斷更新的卡牌遊戲38 寶可夢系列的媒介生態38 寶可夢遊戲的特色42 集換式卡牌遊戲43 寶可夢卡牌比賽賽制與時間性 49 Covid-19與寶可夢卡牌泡沫(ポケカバブル)53 第三章 角色作為對象:與角色(再次)相遇與角色的卡牌化61 角色化、個人性的想像與想像的集體性65 角色的賦生(animation)71 擴充包作為創造慾望的機制75 小結79 第四章 成為自我的角色:對戰民族誌81 對戰:作為合作的競爭84 復盤的必要:卡牌遊戲的技術與運氣86 角色與玩家的自我89 構築與牌組原型93 賽制、對局與「環境」100 Persona:關於角色的人類學記述104 競技遊戲玩家的自我109 小結117 第五章 結論:想像羈絆120 研究限制與展望126 參考文獻128 | - |
| dc.language.iso | zh_TW | - |
| dc.subject | 卡牌遊戲 | zh_TW |
| dc.subject | 寶可夢 | zh_TW |
| dc.subject | 玩家社群 | zh_TW |
| dc.subject | 角色 | zh_TW |
| dc.subject | 遊戲 | zh_TW |
| dc.subject | Game | en |
| dc.subject | Character | en |
| dc.subject | Player Community | en |
| dc.subject | Trading Card Game | en |
| dc.subject | Pokémon | en |
| dc.title | 與角色一同對戰: 臺灣寶可夢卡牌遊戲競技玩家社群的民族誌研究 | zh_TW |
| dc.title | Battling Alongside Characters: An Ethnographical Study on Pokémon Trading Card Game Competitive Community in Taiwan | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 113-2 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.oralexamcommittee | 鄭瑋寧;郭佩宜 | zh_TW |
| dc.contributor.oralexamcommittee | Wei-Ning Cheng;Pei-Yi Guo | en |
| dc.subject.keyword | 寶可夢,卡牌遊戲,遊戲,角色,玩家社群, | zh_TW |
| dc.subject.keyword | Pokémon,Trading Card Game,Game,Character,Player Community, | en |
| dc.relation.page | 134 | - |
| dc.identifier.doi | 10.6342/NTU202500850 | - |
| dc.rights.note | 同意授權(全球公開) | - |
| dc.date.accepted | 2025-08-15 | - |
| dc.contributor.author-college | 文學院 | - |
| dc.contributor.author-dept | 人類學系 | - |
| dc.date.embargo-lift | 2025-08-21 | - |
| 顯示於系所單位: | 人類學系 | |
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