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    題名: 中介化審美經驗怎麼研究?打造一個實用主義符號學的分析與詮釋架構
    How to research mediated aesthetic experience? Building a frame of pragmatic semiotic for analyzing and interpreting
    作者: 柯籙晏
    貢獻者: 劉慧雯
    柯籙晏
    關鍵詞: 中介化
    審美經驗
    實用主義符號學
    嬉戲
    遊戲
    Wii Sports
    medeation
    aesthetic experience
    pragmatic semiotic
    play
    game
    Wii Sports
    日期: 2015
    上傳時間: 2016-01-04 16:54:34 (UTC+8)
    摘要: 受到電玩遊戲Wii Sports在全球的熱銷,以及研究者個人玩Wii Sports的審美經驗啟發,本研究旨在打造一個能夠用以系統地分析與詮釋中介化審美經驗的工具架構;然後以所打造的架構,實際示範中介化審美經驗怎麼研究;最後回過頭根據研究結果檢討所打造架構的適用性。
    據此,本文首先在第二章主要根據Huizinga與Caillois關於嬉戲與遊戲的理論範疇描述,Mead、McLuhan、Winnicot與Bateson對於嬉戲作為一體兩面的、社會化與創新溝通行動的媒介,以及Gadamer的藝術作品本體論(本文稱之為嬉戲-作品-玩賞回饋系統)等理論的探討,整合無論傳統或新媒介所中介,無論玩家或閱聽人,對於嬉戲/遊戲或敘事的審美經驗本體論範疇;其次在第三章透過Dewey與Bentley關於社會科學本體-方法論類型學,以及Peirce與Morris的實用主義符號學的探討,提出一個基於實用主義符號學,適用於系統地分析與詮釋各類型中介化審美經驗的工具架構;第四章利用第三章提出的架構,實際分析與詮釋Wii Sports審美經驗的意義;並在第五章根據第四章的分析與詮釋結果,回過頭檢討第三章所提出架構的適用性。
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