Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/155615
|
Title: | 閱聽人的道德啟動機制:數位遊戲之性與暴力的禁忌挑戰 Moral Activation Mechanisms of Audiences: The Taboo Challenges of Sex and Violence in Digital Games |
Authors: | 張玉佩 Chang, Yu-Pei |
Contributors: | 新聞學研究 |
Keywords: | 媒體暴力;道德;道德基礎理論;道德解離;閱聽人;數位遊戲 media violence;morality;moral foundation theory;moral disengagement;audience;digital games |
Date: | 2025-01 |
Issue Date: | 2025-02-11 09:20:03 (UTC+8) |
Abstract: | 媒體裡的性與暴力,觸及人類社會的道德議題。閱聽人在享受媒體娛樂時,也遊走於道德禁忌的挑戰。本文研究目的,在於瞭解閱聽人使用媒體時的道德啟動機制,探索閱聽人道德的啟動要素與其後之媒體使用途徑。研究架構結合道德基礎理論、道德解離機制與數位遊戲特質,研究方法則結合深度訪談與遊戲行為影像日誌法。 研究發現,媒體文本是閱聽人道德觸發的情境因素,但文本透過敘事合理化的過程,降低觸發閱聽人道德感的可能。閱聽人的道德直覺與媒體文本的價值體系相互衝撞後,媒體使用的途徑分為三種。第一種,閱聽人未啟動道德閥,繼續愉悅地使用媒體。第二種,媒體文本啟動閱聽人的道德閥,但閱聽人順從媒體,在不安的道德解離狀態下使用媒體。第三種,閱聽人啟動道德判斷,決定維持道德直覺而拒絕使用媒體。 研究結果顯示,複合式的道德違背,較容易觸發閱聽人的道德閥。媒體內容結合性與暴力的強暴議題,會同時誘發關懷、公平與聖潔的道德面向,讓閱聽人在焦慮感暴增的狀態下選擇放棄媒體使用。 Sex and violence are two prominent tools often used by mass media to capture an audience’s attention. The seductive and exposed female body, often seen in advertisements next to products, utilizes sexual appeal to attract consumers’ gaze. Similarly, in digital games the heroic warrior wielding a heavy sword and slashing at enemies with blood splattering everywhere is a common and prominent scene. Violence, sexual provocation, and other types of media content all capture viewers’ attention while simultaneously challenging societal taboos. This research explores how audiences make moral choices when confronted with these societal taboo topics. Specifically, it asks the following. What moral dimensions form the foundation of audience members’ moral reasoning? How do these moral dimensions influence their media choices? When media content triggers an audience’s moral sensibilities, how do viewers process the feelings of guilt that arise from their morals being violated? If they choose to ignore their guilt and continue consuming media, how do their emotions and behaviors manifest? More critically, what type of media content challenges the moral boundaries of audiences, possibly prompting them to discontinue using such media? This study adopts an ethnographic research approach, combining in-depth interviews with diary methods. The first step involved conducting in-depth interviews to better understand digital game players’ moral concerns and gaming experiences. The second step asked players to record their gaming behaviors at home using a computer camera, while also keeping a gaming diary. The third step analyzed the recorded gaming footage and players’ behaviors, focusing particularly on moments of laughter, self-talk, excitement, and high emotional engagement. Finally, the fourth step covered interviewing the players again, discussing the moral conflicts recorded in the game, as well as their feelings and perspectives about these moral issues. |
Relation: | 新聞學研究, 162, 45-95 |
Data Type: | article |
DOI 連結: | https://doi.org/10.30386/MCR.202501.0002 |
DOI: | 10.30386/MCR.202501.0002 |
Appears in Collections: | [新聞學研究 TSSCI] 期刊論文
|
Files in This Item:
File |
Description |
Size | Format | |
162-2.pdf | | 1683Kb | Adobe PDF | 4 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|