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。
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.