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dc.contributor.author林應嘉en_US
dc.contributor.authorYing-Chia Linen_US
dc.date.accessioned2015-05-22T08:01:26Z-
dc.date.available2015-05-22T08:01:26Z-
dc.date.issued2014en_US
dc.identifier.urihttp://hdl.handle.net/11536/123750-
dc.description.abstract本文以數位遊戲模組玩家為研究中心,探討其模組之動機以及模組的意義和價值。主要研究目的在於勾勒模組玩家所處情境脈絡的多重面貌,以及這些因素如何與其模組經驗構連。透過文獻探討與深入訪談,得知國內模組玩家基本動機為獲得不同種類的愉悅感、滿足個人創作慾望、維護人際關係、獲取金錢和知識等。遊戲社群則是模組作者展示自我和獲得成就感的場域,也提供集體知識的累積和交換,是模組玩家的創作能量來源。雖然模組可能危害遊戲公司的權利,但在無法全面禁止與管制的情況下,遊戲產業儘可能地吸納模組活動,而進一步地將所有的遊玩商品化。zh_TW
dc.description.abstractThe purpose of this paper is to explore the meanings of modding from the perspectives of game modders. There are three analytical categories used in the research: 1. modders' personal motivations and pleasure-seeking needs, 2. their relations to other players in the game communities and, 3. their relations to the game industry. Results of qualitative interviews indicate that, modders make mods to gain pleasures, to construct and maintain social relations and to get money and knowledge. Game community is the site where modders can express themselves, gain the sense of accomplishments and share collective knowledge. Despite there is possible copyright violation by game modders, the game industry still works to accommodate with the modding culture in order to further commodify gameplay and maximize profits.en_US
dc.language.isozh_TWzh_TW
dc.subject遊戲模組zh_TW
dc.subject外掛程式zh_TW
dc.subject玩家生產內容zh_TW
dc.subject參與文化zh_TW
dc.subject數位遊戲zh_TW
dc.subjectgame moddingzh_TW
dc.subjectplug-inszh_TW
dc.subjectplayer-generated contentzh_TW
dc.subjectparticipatory culturezh_TW
dc.subjectdigital gameszh_TW
dc.title在個人、社群與產業三構面下之遊戲模組玩家的行為意義zh_TW
dc.titleThe Motivations and Practices of Taiwanese Game Moddersen_US
dc.identifier.journal資訊社會研究zh_TW
dc.identifier.journalJournal of Cyber Culture and Information Societyen_US
dc.citation.volume26en_US
dc.citation.spage1en_US
dc.citation.epage30en_US
dc.contributor.departmentDepartment of Communication and Technologyen_US
dc.contributor.department傳播與科技學系zh_TW
Appears in Collections:Journal of Cyber Culture and Information Society


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