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    题名: 乙女遊戲玩家實踐研究- 以《戀與製作人》為例
    A Study of Female Players’ Practices in Otome Games: A Case Study of “Mr. Love: Queen’s Choice”
    作者: 張品萱
    Chang, Pin-Hsuan
    贡献者: 王淑美
    Wang, Su-Mei
    張品萱
    Chang, Pin-Hsuan
    关键词: 乙女遊戲
    女性玩家
    馴化理論
    雙重構連
    資料庫消費
    Otome games
    Female players
    Domestication theory
    Double articulation
    Database consumption
    日期: 2023
    上传时间: 2023-08-02 14:09:59 (UTC+8)
    摘要: 女性在成長歷程中經常被歌詠浪漫愛幻想的大眾文本所圍繞,這些文本由不同媒介所中介,而隨著傳播科技與網路蓬勃發展,手機也成為愛情文本的中介媒介。手機乙女遊戲是種新型態混合敘事文本,將女性熟悉的愛情文本以遊戲形式呈現,結合故事、遊戲關卡、互動機制及線下活動,使玩家遊走於虛擬與現實之邊界,形成過去遊戲文化中不曾見過的光景。
    本研究從文化消費、馴化理論的角度出發,以《戀與製作人》為例,旨在探討新型態混合敘事文本如何融入日常生活,女性熟悉的愛情文本以遊戲形式呈現,如何結合手機媒介特性,被女性玩家與社會文化脈絡共同馴化,在日常生活脈絡中找到其定位。本研究先回顧遊戲開發團隊的相關報導了解其商品化過程,並以深度訪談法訪問十五位女性玩家,分析其遊玩與使用細節。
    首先,研究發現愛情文本與手機物質性雙重構連,提升玩家遊走於現實與虛擬之間的頻率,進而對文本產生若即若離、高度私密的愉悅。同時,現成的愛情故事被轉換與內化成一種個人經歷、人際網絡,在遊戲過程中,玩家建立並經營與男主角的想像式關係,讓遊戲得以在日常生活中被長久留存。
    其次,手機乙女遊戲將巨型文本拆分成更為瑣碎的小敘事與元素,滿足不同時間與空間的需求,與過去大眾文本相比,得以更緊密鑲嵌於日常,一併蒐集與管理人們無從處置的休閒時間,流暢串接日常生活中的事件,而遊戲所呈現的資料庫型態也便於女性快速挑選與消費,與當代新自由主義社會追求效率的意識形態相契合。
    最後,與過去相比,當代女性在兩性情感關係中得以與男性討論、協商,女性玩家將遊戲當成大型資料庫,藉此訓練日常生活親密關係的互動,乙女遊戲不再只是現成的文化產品,而是轉變成一種戀愛腳本的資料庫。
    In women’s growth process, they are usually surrounded by mass-produced romantic fantasies which are mediated by various media. With the rapid development of communication technology and the Internet, mobile phones have also become one of the intermediaries for love stories. Mobile Otome games are a new hybrid narrative text that presents familiar love stories to women in the form of games. That Mobile Otome games combine storylines, game levels, interactive mechanisms, and offline activities allows players to switch frequently between the real world and the virtual one and unprecedented spectacle in the video game culture.
    Based on the perspective of cultural consumption and domestication theory, the study takes Mobile Otome game “Mr. Love: Queen’s Choice” as an example. The study aims to explore how this new hybrid narrative text integrates into everyday life, how familiar love stories for women are presented in the form of games, how it combines the characteristics of mobile phone, and further it is domesticated together by female players and sociocultural context. The study begins by reviewing relevant reports about the game developer to give a broad outline of its commodification. Then, drawing on in-depth interview with fifteen female players to analyze their gameplay and usage details.
    First, the study discovers that the double articulation of love story and the materiality of mobile phone makes players more frequently switch between the real world and the virtual one. This, in turn, generates a sense of ambivalence about the text and highly private pleasure. Simultaneously, ready-made love stories are transformed and internalized into the individual experience and social network. During the gameplay, players establish and cultivate imaginative relationships with the male characters to allow the game to be perpetually exist within their everyday lives.
    Second, mobile Otome games break down the grand narratives into smaller, fragmented narratives and elements, catering for different time and space. Compare to traditional mass-produced texts, these games are more deeply embedded in everyday life, enabling players to collect and manage their unallocated casual time and seamlessly connect with daily events. Also, the database structure of mobile Otome games facilitates quick selection and consumption for women, aligning with the efficiency-oriented ideology in contemporary neoliberalism.
    Finally, in comparison with the past society, women in the contemporary society can engage in discussion and negotiate with men in their relationships. Female players perceive Otome games as a large database, utilize them to train the interaction with their lovers in intimate relationship. At this point, Otome games have transcended their status as ready-made cultural products; they have transformed into the database of romantic scripts.
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