淡江大學機構典藏:Item 987654321/111670
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    Title: 「大型多人角色扮演線上遊戲」玩家的線上角色扮演與現實生活關係
    Other Titles: Examining virtual character creations and individuals' offline lives for gaming in players of massively multiplayer online role-playing games
    Authors: 林鈺恩;Lin, Yu-En
    Contributors: 淡江大學未來學研究所碩士班
    鄧建邦;Deng, Jian-Bang
    Keywords: 線上遊戲;角色扮演;劇場理論;現實生活;深度訪談;Online games;role playing;theater theory;reality;in-depth interview
    Date: 2016
    Issue Date: 2017-08-24 23:59:18 (UTC+8)
    Abstract: 「線上遊戲」對於許多人來說並不是陌生的名詞,過去也有許多針對該主題進行的研究,但是隨著線上遊戲存在的時間越長,不論是遊戲本身或是環境以及玩家都已隨之漸漸改變。
      本研究的筆者自身同為「MMORPG(大型多人角色扮演線上遊戲」的玩家,因發現遊戲玩家在線上遊戲中與現實生活時呈現的落差為契機,希望依據高夫曼的「劇場理論」設計訪談大綱、藉由質化訪談的方式了解現在玩家是如何選擇自己的遊戲角色性別以及如何扮演、在遊戲過程中角色扮演的經驗與方式以及與現實生活中的落差, 以及玩家「成為玩家」的過程中所出現的磨擦以及如何解決。
      最後本研究發現,在選擇角色性別的過程中,「網路匿名性」對玩家來說已經漸漸失去其對於玩家真實身分的保護性,因為如此,受訪者們在遊戲中對於自己的真實性別已經不會刻意保密,甚至也因此,在選擇角色性別的時候更能隨著自己的審美觀或是過往的遊戲經驗去選擇;在MMORPG與現實世界舞台之間,女性使用男性遊戲角色的玩家(「類型三」)在遊戲當中相較其他受訪者來得主動成為其他玩家眼中的「好玩家」(符合社會期待),與過去研究中「遊戲世界是能夠讓玩家做真實的自我、是能夠卸下面具的舞台(後臺)」的論述不相符、甚至相反;另外,本研究中也發現,擁有MMORPG舞台對於玩家扮演現實生活中的角色,在情緒方面是有幫助的,唯玩家須有對於自身在現實生活中的責任與角色有一定認知的,才能幫助他們避免沉迷,而對於會將遊戲中才有的行為經驗(例如:暴力行為)帶入現實生活中,或是沉浸在遊戲、在現實生活中隔離自我的玩家,則應給予他們在現實生活中的鼓勵、建立他們對於自身在現實生活中的角色定位、責任以及對於他們自身的意義。
    “Online game” is not an unfamiliar noun to many people and has been the research topic for many years. However, the “online game” and its players have changed profoundly in recent years.
    The author of this essay, who is also the player of "MMORPGs (Massively Multiplayer Online Role-Playing Game)”, found that there is a gap between the online roles of game plyers and their offline lives. The framework of this research was based mainly on the “ theater theory” by American sociologist Erving Goffman. Through qualitative interviews with online game players, this research aimed to find out how players choose their online gender, how they dealt with the gap between online role-playing and real-life experiences, and how they solved the conflicts arising during the process of game playing with other players.
    To sum up, the research found out that "anonymity on the Internet" has gradually lost its protection for the players’ identity during the process of online-role gender selection; hence, players didn’t show the intention to keep their gender secret. Instead, players tended to choose the online gender roles from their aesthetic viewpoints as well as from their past experiences in playing online games. In addition, this research found that female players by choosing male gender roles (Type III players) behaved more likely close to the so-called “good” game players with the purpose of fulfilling social expectations. This finding was against past studies which claimed that "the online-game world allows players to be the true-self and enables them to unload their masks on the backstage". Furthermore, this study also found that having MMORPG experience could actually benefit players’ real lives in many ways, such as stabilizing their emotions etc.. Finally, in order to avoid indulging in the world of online-game, players have to increase their awareness and recognition of their own responsibilities in the daily lives and make a clear difference between their real lives and the online roles.
    Appears in Collections:[Master's Program, Graduate Institute of Futures Studies] Thesis

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