政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/131965
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113451/144438 (79%)
Visitors : 51261677      Online Users : 881
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/131965


    Title: 線上遊戲代打的勞動與愉悅
    The labour and pleasure of boosters` in online games.
    Authors: 易佳蓉
    Yi, JIA-RONG
    Contributors: 劉慧雯
    Liu, Hui-wen
    易佳蓉
    Yi, JIA-RONG
    Keywords: 代打
    愉悅感
    線上遊戲
    勞動
    boost/boosting
    pleasure
    online games
    labour
    Date: 2020
    Issue Date: 2020-09-02 13:20:09 (UTC+8)
    Abstract:   線上遊戲付費模式轉變,促進代打的成長。在遊戲中有時間壓力情況下勞動的代打行為,使得代打者與一般玩家不同。因此,本研究為更細緻了解玩家愉悅感的差異,透過半結構式訪談法,訪問7位代打。藉以了解代打取得工資的交換制度與代打者的遊戲愉悅與一般玩家的差異。
      研究結果發現,代打的技術與名望有助於其交換更多的工資,在代打身上的愉悅感也與一般玩家不盡相同。代打介於勞動與玩樂之間的遊戲狀態,係因代打仍受到遊戲規範與市場限制,無法發展成為產業,故代打者無法將之當成正職工作而形成的模糊地帶。
    The change of online game payment model has promoted the growth of boosting. When there is time pressure in the game, the act of boosting makes boosters different from ordinary players. Therefore, in order to understand the differences in player pleasure in more detail, this research interviewed 7 players through semi-structured interviews for the purpose of understanding the exchange system of wagering and the difference joy between boosters’ and ordinary players’.
    The results of the study found that the skills and fame of the boosters help them to exchange more wages, and the pleasure in boosters is also different from that of ordinary players. The state of the game between labor and play is a fuzzy zone formed by the fact that it is still subject to game regulations and market restrictions and cannot be developed into an industry. Therefore, it cannot be regarded as a regular job.
    Reference: 中文部分
    Oath(2017.7.28)〈2017 Yahoo奇摩電玩大調查 解析台灣玩家面貌〉取自:https://yahoo-emarketing.tumblr.com/post/163510930641/2017game
    今周刊編輯團隊(2018.09.26)。〈只有虛擬世界能縫合我破碎的自尊...你的孩子染上「數位海洛因」了嗎?〉取自: https://www.businesstoday.com.tw/article/category/80392/post/201809260028/%E5%8F%AA%E6%9C%89%E8%99%9B%E6%93%AC%E4%B8%96%E7%95%8C%E8%83%BD%E7%B8%AB%E5%90%88%E6%88%91%E7%A0%B4%E7%A2%8E%E7%9A%84%E8%87%AA%E5%B0%8A...%E4%BD%A0%E7%9A%84%E5%AD%A9%E5%AD%90%E6%9F%93%E4%B8%8A%E3%80%8C%E6%95%B8%E4%BD%8D%E6%B5%B7%E6%B4%9B%E5%9B%A0%E3%80%8D%E4%BA%86%E5%97%8E%EF%BC%9F
    伍芬婕(2019.01.10)。〈「斜槓」還是「窮忙」?你要知道的零工經濟真相〉取自:https://www.cw.com.tw/article/article.action?id=5093634
    李猛、李康譯(2008)。《布赫迪厄社會學面面觀》。 台北:麥田。(原書 Bour
    dieu, P. & Wacquant, L. [1992]. An Invitation to Reflexive Sociology. Chicago: University of Chicago Press.)
    李宜家(2008)。〈命中注定會成癮?:由玩家的線上遊戲生命歷程探討遊戲「成癮」〉。政治大學社會學研究所學位論文。
    沈游振(2003)。論布迪厄的傑出階級與反思社會學。《哲學與文化》30(11), 93-120。
    周宛青(2017)。〈高等教育國際化下台灣本籍生整體學習經驗質性研究〉。《臺灣教育評論月刊》,6(4):228-254。
    周冠廷(2017)。〈布迪厄的移地研究:遊戲場域的資本與階級〉。交通大學傳播研究所學位論文。
    林宗弘等譯(2005)。《製造甘願─壟斷資本主義勞動過程的歷史變遷》,群學。(原書Burawoy, M. (1982). Manufacturing consent: Changes in the labor process under monopoly capitalism. University of Chicago Press.)
    林宇玲(2008)。《兒童與網路:從批判角度探討偏遠地區兒童網路使用》。秀威出版。
    林宇玲(2010)。超越召喚: 線上遊戲的快感從 Žižek 的觀點解析線上遊戲的意識型態運作。《資訊社會研究》18:245-274。
    林淑馨(2010)。《質性研究:理論與實務》。巨流出版。
    邱天助(2002)。《布爾迪厄文化再製理論》。臺北:桂冠。
    柯舜智(2004)。〈虛擬空間,真實經驗:青少年與線上遊戲的互動意涵〉, 《玄奘資訊傳播學報》,1:43-69。
    洪銘成(2009)。〈玩家勞動:以商品化概念對線上遊戲玩家的反思〉。淡江大學大眾傳播學系碩士學位論文。
    孫春在(2013)。《遊戲式數位學習》。高等教育出版社。
    徐賁(2002)。〈文化批評理論的跨語境轉換問題〉,《文藝研究》,2002(4): 38-43。
    高宣揚(2002)《布爾迪厄》。生智文化。
    張玉佩(2009)。〈遊戲,人生:從線上遊戲玩家探討網路世界與日常生活的結合〉。《新聞學研究》,98:1-45。
    張玉佩(2011)。〈線上遊戲之閱聽人愉悅經驗探索〉,《中華傳播學刊》,19:61-95。
    張玉佩(2012)。〈台灣線上遊戲的在地情境與全球化文化流動〉,《新聞學研究》,113:77-122。
    張玉佩(2013)。〈穿梭虛擬世界的遊戲少年:他/她們的社會資本之累積與轉換〉,《中華傳播學刊》,23:195-227。
    張玉佩、呂育瑋(2006)。〈網路促進女性解放的可能?從線上遊戲開啓的反思〉,《中華傳播學刊》9:113-150。
    張肇麟(2014)〈Facebook 社群經營與遊戲 App下載生命週期之關係〉。中央大學企業管理學系學位論文。
    許恬寧譯(2018)。《自由工作的未來:零工經濟趨勢的機會與挑戰》。天下文化。(原書:McGovern, M. (2017). Thriving in the gig economy: How to capitalize and compete in the new world of work. Red Wheel/Weiser.)
    許雲翔(2019)。〈ILO 倡議下美國管制零工經濟勞動-市場的經驗與啟示〉,《臺灣勞工季刊》,58:88-93。
    陳怡安(2002)。〈線上遊戲的魅力〉,《資訊社會研究》,3:183-214。
    陳智先、李峻德(2008)。〈線上遊戲社交性研究:玩家社交活動與第三場域的觀點〉。交通大學傳播研究所學位論文。
    傅鏡暉(2003)。《線上遊戲產業 Happy書:帶領你深入暸解 On-Line Game 產業》。遠流。
    彭子珊(2017.10.09)〈玩家多了,卻更難賺錢?台灣遊戲業的轉型挑戰〉取自:https://www.cw.com.tw/article/article.action?id=5085478
    游佳萍、陳妍伶(2006)。〈虛擬社群中的組織公民行為之研究:以線上遊戲團隊為例〉,《資訊社會研究》,11:115-144。
    楊茜評(2009)。〈Bourdieu 的文化再製意涵與其在學校教育上的啟示〉,《屏東縣教育季刊》,66:44-48。
    資策會(MIC,2012)。數位遊戲產業發展趨勢。取自: https://mic.iii.org.tw/Industryobservation_MIC02views.aspx?sqno=67
    資策會(MIC,2018)。【遊戲玩家調查系列二】遊戲IP經濟崛起 付費玩家近四成。取自: https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=495
    資策會(MIC,2018)。《2018台灣網路報告》。取自:https://report.twnic.tw/2018/TWNIC_TaiwanInternetReport_2018_CH.pdf
    萬文隆(2004)。〈深度訪談在質性研究中的應用〉,《生活科技教育》,37(4):17-23。doi:10.6232/lte.2004.37(4).4
    鄭閔聲(2018.01.01)〈零工經濟來了!〉取自:https://www.cheers.com.tw/article/article.action?id=5087401
    蕭銘雄、戴秀慧(2017)。〈尋找幸福的所在:線上遊戲玩家幸福感及其影響因素之研究〉,《台灣管理學刊》,17:29-56。
    顏鵬飛譯(2007)。《經濟思想史:一種批判性的視角》。上海財經大學出版社。(原書Hunt, E.K. and Mark Lautzenheiser(2011): History of Economic Thought: A Critical Perspective, New York: M.E. Sharp, 3rd edition)
    羅耀宗譯(2018)。《零工經濟來了》。天下雜誌。(原書Mulcahy, D. (2016). The gig economy: The complete guide to getting better work, taking more time off, and financing the life you want. Amacom.)

    英文部分
    Bae, J. K., Dong-Mo&Mattila, Pekka. (2016). Affective motives to play online games. Journal of Global Scholars of Marketing Science, 26(2), 174-184.
    Bourdieu, P. (1984). Distinction: A Social Critique of the Judgement of Taste (Trans by Nice. R). London: Routledge.
    Bourdieu, P. (1986). The forms of capital.
    Bourdieu, P. &Wacquant, L. J. (1992). An Invitation to Reflexive Sociology. Chicago: University of Chicago Press.
    Castronova, E. (2005). Synthetic worlds: The business and culture of online games: University of Chicago press.
    Chang, Y. P. (2012). THE GAME GENERATION AND ITS LEISURE CAPITAL: A STUDY IN THE TAIWAN SOCIAL CONTEXT. Westminster Papers in Communication Culture, 9(1).
    Chou, T.-J., & Ting, C.-C. (2003). The role of flow experience in cyber-game addiction. . CyberPsychology & Behavior, 6, 663-675.
    Cohen, N. S. (2015). Cultural work as a site of struggle: Freelancers and exploitation. In Marx and the Political Economy of the Media (pp. 36-64): Brill.
    Deleuze, J., Christiaens, M., Nuyens, F., & Billieux, J. (2017). Shoot at first sight! First person shooter players display reduced reaction time and compromised inhibitory control in comparison to other video game players. Computers in Human Behavior, 72, 570-576.
    Hong, Y. P., Paul. (2013). Online labor markets: an informal freelancer economy. IBIT Report.
    Huang, M. A., Rizwan&Liao, Junyun (2017). The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective. Computers in Human Behavior, 75, 329-338.
    Huizinga, J. (1949). Homo Ludnes : A study of play-element in culture. . London: Routledge.
    Iaremenko, N. V. (2017). Enhancing English language learners’ motivation through online games. Інформаційні технології і засоби навчання, 59(3), 126-133.
    Johnson, G. J. (2016). The International Encyclopedia of Digital Communication and Society. Reference Reviews.
    Juul, J. (1999). A clash between game and narrative. Danish literature.
    Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. MA: The MIT Press. .
    Kerr, A. (2006). The business and culture of digital games: Gamework and gameplay. London: Sage.
    Kerr, A., Kücklich, J., & Brereton, P. (2006). New media–new pleasures? International Journal of Cultural Studies, 9(1), 63-82.
    Koster, R. (2005). A Theory of Fun for Game Design. United state of America: PARAGLYPH.
    Lee, M. C. (2009). Understanding the behavioural intention to play online games. Online Information Review, 33(5), 849-872.
    Lin, H., & Sun, C.-T. (2011). Cash trade in free-to-play online games. Games and Culture, 6(3), 270-287.
    Liu, C.-C. (2016). Understanding player behavior in online games: The role of gender. Technological Forecasting Social Change, 111, 265-274.
    Mallon, B., & Webb, B. (2005). Stand up and take your place: identifying narrative elements in narrative adventure and role-play games. Computers in Entertainment, 3(1), 6-6.
    Merhi, M. I. (2016). Towards a framework for online game adoption. Computers in Human Behavior, 60, 253-263.
    Miège, B. G., Nicholas. (1979). The cultural commodity. Media, culture society, 1(3), 297-311.
    Mortensen, T. E. (2003). Pleasures of the player: Flow and control in online games: University of Bergen, Department of Humanistic Informatics.
    newzoo. (2018). Taiwan Games Market 2018. Retrieved from https://newzoo.com/insights/infographics/taiwan-games-market-2018/
    Taylor, T. L. (2009). Play between worlds: Exploring online game culture: Mit Press.
    Turkle, S. (1997). Life on the Screen: Identity in the Age of the Internet (New York. Touchstone, 1(2).
    Wu, J. L., De. (2007). The effects of trust and enjoyment on intention to play online games. Journal of electronic commerce research, 8(2).
    Description: 碩士
    國立政治大學
    傳播學院傳播碩士學位學程
    106464052
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0106464052
    Data Type: thesis
    DOI: 10.6814/NCCU202001544
    Appears in Collections:[Master`s Program in Communication] Theses

    Files in This Item:

    File Description SizeFormat
    405201.pdf4341KbAdobe PDF2417View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback