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Pokémon Go玩家經驗作為一種開創歷程:詮釋現象學取徑

Pokémon Go Player’s Experiences as An Entrepreneuring Process: A Hermeneutic Phenomenology Approach

摘要


本研究係從詮釋現象學的角度,探討手機遊戲 Pokémon Go玩家遊戲經 驗是如何被創造出來的。本研究採取自我民族誌的方式蒐集資料,以詮釋現象學的方法進行資料分析。結果發現Pokémon Go玩家遊戲經驗是一種玩家創造的混合實境;遊戲規則以及玩家的體驗,並非是遊戲開發者所預設的;玩家透過借用與就地取材的手法來創造其遊戲經驗;遊戲過程本身就是玩家的織組歷程。這些玩家形塑其遊戲經驗的歷程,本質上是一種「開創歷程」,在遊戲的過程中,玩家透過類比與隨創的模式,來織組其手邊的資源以形塑其遊戲經驗。因此,類似特色的遊戲,或可引入至創業教育中,培養或激發學生的創業心智。

並列摘要


This study explores how player experiences were created in the Pokémon Go, a mobile game, under the lens of hermeneutic phenomenology. Auto-ethnographic data was collected and analyzed with hermeneutic phenomenology. The analysis of data identified the following themes of the making of player experiences: player experiences as hybrid experiences created by players; the rule and goal of game are not default; experiences are created through borrowing or drawing on local resources; and the player experience as an organizing process. The making of player experience is an entrepreneuring process in essence. Player experiences are organized by player through analogy and bricolage. Hence, it is possible to introduce games with similar feature into entrepreneurship education for promoting entrepreneurial mindset among students.

參考文獻


林鶴玲,2011,「從玩家到研究者、從研究者到玩家:遊戲經 驗與遊戲文化研究」。新聞學研究,108 期:19~25。( Lin, H., 2011, “Between Player and Researcher: Gaming Experience and the Study of Game Culture,” Mass Communication Research, No. 108, 19-25.)
蔡敦浩、劉育忠,2011,「邁向創業研究的多元主義:創業研究的新興視角與方法」,創業管理研究,6 卷4 期:1~12。(Tsai, S. D. and Liu, T. Y., 2011, “Towards the Multiplicity of Entrepreneurship. Studies: Introducing the Emergent Perspectives and Approaches,” Journal of Entrepreneurship Research, Vol. 6, No.4, 1-12.)
Banks, J. and Humphreys, S., 2008, “The Labour of User Co-Creators,” Convergence, Vol.14, No. 4, 401-418.
Heidegger, M., 1993., Sein und Zeit, 17th, Tübingen: Max Niemeyer Verlag.
Johannisson, B., 2011, “Towards A Practice Theory of Entrepreneuring,” Small Business Economics, Vol. 36, No. 2, 135-150.

被引用紀錄


陳于嫻、陳瓊燕、林思賢、邱紹群(2023)。AR美圖濾鏡可否展現與接納自我?管理資訊計算12(1),73-88。https://doi.org/10.6285/MIC.202303_12(1).0007

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