校園一隅

三鶯研究

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如何沉浸在遊戲情境之中? 探討非電子角色扮演遊戲玩家之入戲與出戲因素
(研究生:高俊傑)(指導教授:葉欣怡)

刊登日期:2020-03-05  
友善列印
      本研究探討非電子(non-digital)角色扮演遊戲,如何造成遊戲者的入戲與浸淫。包括但不限「桌上型角色扮演遊戲」(Tabletop role-playing game, TRPG)、臨場動態角色扮演 (Living-action role-playing, LARP) 以及桌上遊戲。

 

       國內過去的學術研究對於非電子遊戲較少著墨,非電子的遊戲不具備電玩遊戲的聲光效果和輔助,其所引發的入戲和出戲與社交互動因素則更值得探究。本研究以Fine (1983) 的TRPG框架分析以及Brown & Cairns (2004) 的遊戲沉浸為概念基礎,以社會學的符號互動應用在非電子的遊戲世界,彙整出戲入戲典型因素。在資料蒐集上,透過田野觀察實際遊戲活動與半結構的深度訪談了十四位受訪者,歸納出影響入戲和出戲的機制與因素。

 

      本研究發現,遊戲者使用多個框架來展現出複雜的互動行為:一方面依循遊戲規則與社會規範所制約;另方面與在場其他遊戲者共同在情境主題扮演的脈絡下進行遊戲動作。這種架構展現了比遊戲規則所塑造出來的框架更加複雜的行為與意義創造,處在社會的脈絡因此進入了遊戲世界中,反之亦然。

      

     本研究探討非電子角色扮演遊戲多層次的行為互動意義,提供給對角色扮演遊戲互動過程有興趣的人參考,期待本研究的相關觀察和研究發現助於更進一步精煉相關論點,並檢證相關理論的應用性。  


論文外文摘要:

 This research aims at analyzing the social factors that influence player’s immersion and in-character role-playing in non-digital role-playing game (non-digital RPG) such as Tabletop role-playing games, Living-action role-playing and board games.


 Different from video games, non-digital RPG do not rely on computer equipment, but by intensive interacting with other players to create and construct their entertaining effects. Non-digital RPG are games that emphasize a highly developed theme, characters, heroes, or factions. Like the actors in the movie, these games encourage players to use the first-person perspective to speak, act, and interact to increase the player's " presence".


 The academic studies rarely touch on analyzing the communication and interaction of Non-digital games. Whereas there have been some given research delved into investigating issues such as player-immersion and how game rules and play interactions work to determine individuals’ electronic game experiences, we rarely observe academic studies devote to study the non-digital games’ playing processes. 


 Basing on Fine’s frame analysis theory that he proposed in TRPG (1983) and Brown & Cairns's game immersion theory (2004), this current study aims at exploring why people feel in game immersion when playing games. 


 I gathered research data by conducting 14 semi-structured in-depth interviews. Moreover, I conducted participating observations and focused on the variations of game mechanics, situational plots, and the player's subjective considerations. 


 As a result, this research delineates how social factors influence players' in game experiences which include game rules and social interactions. Players employ multiple frameworks to show complex interactive behaviors: outside the game, they follow both game rules and social norms; inside the game, they follow story plot and proceed in the context as if the characters in the game. This architecture, I argue, shows more complex behaviors and meaning-creations than the frameworks shaped by the rules of the game, and it is in the social contexts that also enter and work the game worlds. Vice versa, the game content will affect the player's feelings as well. When a player has enough presence and emotion to play the role, it more often than not can produce strong immersive experiences.


 This very research attempts to summarize the various mechanisms and factors that influence players’ experiences in games. On the one hand, I provide information to those who are interested in the interactive social process of table-top games; on the other hand, it can verify the applicability of relevant theories and/or refine them.