Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/157651
|
Title: | 數位修復影視作品再造新時代「迷」群 —以宮崎駿作品《魔法公主》為例 The Digital Film Restoration and the Rise of New-Age Fans: A Case Study of Hayao Miyazaki’s Princess Mononoke |
Authors: | 劉依貞 Liu, Yi-Chen |
Contributors: | 劉慧雯 Liu, Hui-Wen 劉依貞 Liu, Yi-Chen |
Keywords: | 數位修復 行動者網絡理論 強制通過點 媒介化 宮崎駿 複迷群 影迷文化 digital restoration Actor-Network Theory hybrid fans Obligatory Passage Point Mediatization Theory Hayao Miyazaki fan culture |
Date: | 2025 |
Issue Date: | 2025-07-01 14:10:38 (UTC+8) |
Abstract: | 本研究以宮崎駿動畫《魔法公主》數位修復版為個案,探討數位修復技術如何在疫情後的文化脈絡中,作為行動者網絡中的「強制通過點」(Obligatory Passage Point,OPP),促成新型態迷群——「複迷」的生成。研究採用行動者網絡理論(Actor-Network Theory,ANT)為主架構,輔以媒介化理論(Mediatization Theory),並透過問卷篩選與深度訪談,分析影迷如何在媒介轉換與記憶喚起的過程中,重構其文化參與與身份認同。
特別聚焦於「複迷」這一跨媒介行動者,他們曾透過錄影帶、DVD、電視播映等舊媒體接觸宮崎駿作品,疫情後再度進入電影院觀賞數位修復版,展現出跨越時代的媒介素養與文化行動力。研究發現,數位修復技術本身並非觀影的唯一動因,其文化召喚效力必須與影院場域、個人經驗與行銷機制等異質行動者協作,方能形成穩定的文化網絡。
此外,行銷贈品策略雖為部分觀眾的重要驅力,卻也引發觀眾對商業與文化之間界線的反思;另有非典型觀影者雖不具粉絲認同,仍因設計美學或社交邀請進入文化網絡,反映出粉絲文化參與的多樣性與階層性。
本研究揭示數位修復不僅是技術工程,更為觀眾與經典之間重新建立文化連結的中介物,對理解數位時代的觀影行為、粉絲身份與文化傳承具有理論與實務啟發意義。 Using the digitally restored version of Hayao Miyazaki’s Princess Mononoke as a case study, this research investigates how digital restoration functions as an “Obligatory Passage Point” (OPP) within Actor-Network Theory (ANT), fostering the emergence of a new type of fan cluster known as “hybrid fans” in the post-pandemic cultural context. Guided by ANT and supplemented by Mediatization Theory, the study combines screening surveys with in-depth interviews to explore how audience identities and cultural participation are reshaped through technological mediation and nostalgic re-engagement.
Hybrid fans are characterized by their cross-media experiences: having first encountered Miyazaki’s works through VHS tapes, DVDs, or television broadcasts, they later re-enter theaters to engage with restored digital versions. These viewers not only seek high-fidelity cinematic experiences but also actively participate in collecting merchandise and sharing within fan communities, revealing diverse motivations and strong cultural agency.
Findings indicate that digital restoration alone is not the primary driver of theater attendance. Rather, it operates within a broader network involving cinema space, marketing strategies, and emotional nostalgia. In addition, some non-traditional viewers—those without prior fan identification—were drawn to screenings by design aesthetics or social invitations, reflecting a layered and heterogeneous model of cultural engagement.
By conceptualizing digital restoration as both technological and cultural mediation, this study contributes to our understanding of fan practices in the digital era and offers insights for future applications in film education and cultural policy. |
Reference: | 一、中文部分
方念萱(2016)。〈媒介化,行動化:媒介化理論與行動者網絡理論的對話〉。《傳播文化與政治》,4,55-83。
李育霖(2023)。《數位魅影:歷史的典藏與記憶》。國立臺灣大學出版中心。
吳芝儀、廖梅花譯(2001)。《質性研究入門:紮根理論研究方法》。台北市:濤石文化。(原著 Strauss, A., & Corbin, J. [1998]。Basics of Qualitative Research, 2nd ed.)
林秀雲譯(2019)。〈第一章 人類的探索與科學〉。《社會科學研究方法》,第14版,頁3 - 41。雙葉書廊。(原書 Babbie, E. [2012]。The Practice of Social Research, 14th Edition. Boston, MA:Wadsworth.)
林秀雲譯(2019)。〈第十三章 質化資料分析〉。《社會科學研究方法》,第14版,頁589–626。雙葉書廊。(原書 Babbie, E. [2012]。The Practice of Social Research, 14th Edition. Boston, MA:Wadsworth.)
林韋華(2017)。《宮崎駿數位迷群活動之分析》。銘傳大學新媒體暨傳播管理學系碩士班碩士論文。
胡幼慧(1996)。《質性研究:理論、方法及本土女性研究實例》。巨流。
柯達公司(2007)。《電影製作指南》。取自 https://www.kodak.com/content/products-brochures/Film/kodak-essential-reference-guide-for-filmmakers-ZH-Traditional.pdf
唐士哲(2014)。〈重構媒介?「中介」與「媒介化」概念爬梳〉,《新聞學研究》,121,1-39。
徐宗國(1997)。〈紮根理論研究法〉。胡幼慧(編),《質性研究》。巨流。
莊啟祥(2021)。〈2020年台灣發行電影票房市場綜論分析〉。《2021台灣電影年鑑》,頁103–111。國家電影及視聽文化中心。
陳品丞(2020)。〈從二元本體論到行動本體論:媒介化的行動者網絡理論轉向與實作〉。《中華傳播學刊》,38,9-47。
國家電影及視聽文化中心(2021)。《2021年台灣電影年鑑》。
萬文隆(2004)。〈深度訪談在質性研究中的應用〉。《生活科技教育月刊》,37(4),17–23。
楊宏達、官政能(2015)。〈電影產業數位化之電影修復研究〉。《實踐設計學報》,9,262-281。
楊錫彬(2018)。〈台灣動畫電影的商業模式之探討〉。《南華社會科學論叢》,4,1–20。
鄭玉菁譯(2005)。《攝影學批判導讀》。台北:韋伯文化。(原書 Liz Wells [2000]. Photography: A Critical Introduction, 2nd ed.)
劉仲冬(1996)。〈民族誌研究法及實例〉。胡幼慧(編),《質性研究》。巨流。
蕭湘文(2002)。《漫畫研究:傳播觀點的檢視》。五南圖書出版公司。
謝麗華(2016)。《電影數位修復應用模式之研究——以國家電影中心為例》。臺灣藝術大學電影研究所碩士論文。
蘇蘅(2019)。〈第十二章 質性訪談:深度訪談與焦點團體訪談〉。《傳播研究方法新論》,頁344–353。雙葉書廊。
二、英文部分
Batt, R., Christopherson, S., Rightor, N., & Van Jaarsveld, D. (2000). Net working: Work patterns and workforce policies for the new media industry (CAHRS Working Paper No. 00-19). Center for Advanced Human Resource Studies, Cornell University ILR School. https://digitalcommons.ilr.cornell.edu/cahrswp/97
Bourdieu, P. (1984). Distinction: A social critique of the judgement of taste (R.Nice, Trans.). Harvard University Press.
Booth, P. (2010). Digital fandom: New media studies. New York: Peter Lang.
Braudy, L., & Cohen, M. (Eds.). (2009). Film theory and criticism: Introductory readings (7th ed.). Oxford University Press.
Callon, M. (1984). Some elements of a sociology of translation: Domestication of the scallops and the fishermen of St Brieuc Bay. The Sociological Review, 32(Suppl. 1), 196–233.
Cavallaro, D. (2006). The anime art of Hayao Miyazaki. McFarland.
Clements, J., & McCarthy, H. (2006). The anime encyclopedia: A guide to Japanese animation since 1917. Stone Bridge Press.
Condry, I. (2013). The soul of anime: Collaborative creativity and Japan’s media success story. Duke University Press.
Creswell, J. W. (2005). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (2nd ed.). Upper Saddle River, NJ: Merrill Prentice Hall.
de Certeau, M. (1984). The practice of everyday life (S. Rendall, Trans.). University of California Press.
Ebert, R. (2000). The great movies. Broadway Books.
Eisenstein, E. L. (1980). The printing press as an agent of change: Communications and cultural transformations in early-modern Europe. Cambridge University Press.
Elsaesser, T., & Hagener, M. (2015). Film theory: An introduction through the senses (2nd ed.). Routledge.
Febvre, L., & Martin, H. J. (1976). The coming of the book: The impact of printing, 1450–1800. London: Verso.
Gracy, K. F. (2007). Film preservation: Competing definitions of value, use, and practice. University of Chicago Press.
Hepp, A. (2013). Cultures of mediatization. John Wiley & Sons.
Jenkins, H. (2006). Fans, bloggers, and gamers: Exploring participatory culture. NYU Press.
Jenkins, H. (2012). Textual poachers: Television fans and participatory culture. Routledge.
Jenson, J. (1992). Fandom as pathology: The consequences of characterization. In L. A. Lewis (Ed.), The adoring audience: Fan culture and popular media (pp. 9–29). Routledge.
Kelts, R. (2006). Japanamerica: How Japanese pop culture has invaded the U.S. Palgrave Macmillan.
Lamarre, T. (2009). The anime machine: A media theory of animation. University of Minnesota Press.
Livingstone, S. (2004). The challenge of changing audiences: Or, what is the audience researcher to do in the age of the internet? European Journal of Communication, 19(1), 75–86. https://doi.org/10.1177/0267323104040695
Latour, B. (1987). Science in action: How to follow scientists and engineers through society. Harvard University Press.
Latour, B. (2005). Reassembling the social: An introduction to actor-network-theory. Oxford University Press.
Law, J. (1992). Notes on the theory of the actor-network: Ordering, strategy, and heterogeneity. Systems Practice, 5, 379–393.
Law, J., & Hassard, J. (1999). Actor network theory and after. Blackwell Publishing.
McDonald, P., & Smith-Rowsey, D. (2016). The Netflix effect: Technology and entertainment in the 21st century. Bloomsbury Academic.
Musser, C. (1994). The emergence of cinema: The American screen to 1907. University of California Press.
Napier, S. J. (2001). Anime from Akira to Princess Mononoke: Experiencing contemporary Japanese animation. Palgrave Macmillan.
Newhall, B. (1982). The history of photography: From 1839 to the present. The Museum of Modern Art.
Odell, C., & Le Blanc, M. (2009). Studio Ghibli: The films of Hayao Miyazaki and Isao Takahata. Kamera Books.
Poitras, G. (2008). Anime essentials: Everything a fan needs to know. Stone Bridge Press.
Robinson, D. (1997). From peep show to palace: The birth of American film. Columbia University Press.
Rosenblum, N. (2007). A world history of photography (4th ed.). Abbeville Press.
Sandvoss, C. (2005). Fans: The mirror of consumption. Polity.
Schrøder, K. C. (2017). Analyzing media, communication, and society: Empirical studies of media and social change. Routledge.
Sklar, R. (1994). Movie-made America: A cultural history of American movies. Vintage.
Tryon, C. (2013). On-demand culture: Digital delivery and the future of movies. Rutgers University Press.
Uricchio, W. (2004). Storage, simultaneity and the media technologies of modernity. In L. Spigel & J. Olsson (Eds.), Television after TV: Essays on a medium in transition (pp. 165–182). Duke University Press.
Vosmeer, M., & Schouten, B. (2014). Interactive cinema: Engagement and interaction. In Interactive storytelling: 7th International Conference on Interactive Digital Storytelling, ICIDS 2014, Singapore, November 3–6, 2014, Proceedings (pp. 140–147). Springer International Publishing.
Waterman, D., Sherman, R., & Ji, S. Y. (2013). The economics of online television: Industry development, aggregation, and “TV Everywhere”. Television & New Media, 14(5), 440–456. |
Description: | 碩士 國立政治大學 傳播學院傳播碩士學位學程 109464021 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0109464021 |
Data Type: | thesis |
Appears in Collections: | [傳播學院傳播碩士學位學程] 學位論文
|
Files in This Item:
File |
Description |
Size | Format | |
402101.pdf | | 1901Kb | Adobe PDF | 1 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|