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dc.contributor.author黎國威zh_TW
dc.date.accessioned2022-09-19T02:16:02Z-
dc.date.available2022-09-19T02:16:02Z-
dc.date.issued2021-10-01en_US
dc.identifier.issn1816-0514en_US
dc.identifier.urihttp://dx.doi.org/10.6752/jcs.202110_(33).0009en_US
dc.identifier.urihttp://hdl.handle.net/11536/157956-
dc.description.abstract「遊戲化」是近年數碼媒體和公關行銷業界廣受注目的概念,意指將遊戲元素注入不同活動,從而達致玩遊戲以外的目的。很多論者已然提出,「遊戲化」已滲透至生活各個層面,而本文的討論,則在於連歷史書寫也遊戲化了。以歷史為題材的遊戲不在少數,但大多數是在市場販售,以營利為目的之創作,本文討論的案例,卻是在網路上免費發布的數位遊戲《民國無雙》。它不設收費,任人免費和自由下載,亦不會在遊戲內打廣告,只設連結供人捐款支持。該遊戲的另一特別之處,在於它開放遊戲模組(Modification, MOD),供玩家能自行修改和設計新的遊戲內容。各種針對不同歷史時代的客製化改編,不在少數,本文以兩款由同一香港人改編的遊戲為案例,討論遊戲模組如何作為盛載「本土」的重要載體。總括而言,本文以《民國無雙》的MOD結構,及由此改編的《雨傘無雙》和《水貨圍城》為分析個案,討論香港人怎樣利用數碼技術將本土論述以「(類)歷史敘事」形式予以遊戲化(Gamification),即以數碼文本為「本土」或香港性的載體,於網路社會繼續建構與修正源自線下社會的「第三波本土意識」。zh_TW
dc.description.abstractGamification' has become an important concept in the fields of digital media and digital marketing. It used to refer to implant some game elements to nongame activities, to achieve some objectives beyond playing or gaming. Some critics pointed out that the concept of 'gamification' has already penetrated into many different aspects of our lives. This paper would like to show how 'gamification' is also used in the writing of history. In other words, for some cases discussed in this paper, we could see the 'gamification' of historical narrative. It is no doubt that there are plenty of electronic or video games in the game market that take history as their main theme. However, the game(s) discussed in this paper, 'Republican Warriors' (and its derivative works), were not made for profit-making, but for sharing. It only asked for donation from the gamers. It opened its own 'Modification' (MOD), which allows the gamers to modify or even create their own games. This paper picked two modified games as example and discuss how modified games could become an important 'carrier' of locality. In other words, this paper would like to discuss the following question: how the Hong Kong people using digital technology to gamify the local discourse through the format of '(quasi-)historical narrative', in other words, making digital texts as a carrier of 'digitalized locality' or digitalized Hong Kongness, continuing the construction and modification of the 'third wave of local consciousness' from offline society to online community?en_US
dc.language.isozh_TWen_US
dc.publisher國立陽明交通大學出版社zh_TW
dc.publisherNational Yang Ming Chiao Tung University Pressen_US
dc.subject遊戲化zh_TW
dc.subject雨傘運動zh_TW
dc.subject本土論述zh_TW
dc.subject數碼本土性zh_TW
dc.subject香港性zh_TW
dc.subjectGamificationen_US
dc.subjectUmbrella Movementen_US
dc.subjectLocal Discourseen_US
dc.subjectDigitalized Localityen_US
dc.subjectHong Kongnessen_US
dc.title遊戲化的本土論述:以《民國無雙》MOD為例zh_TW
dc.typeCampus Publicationsen_US
dc.identifier.doi10.6752/jcs.202110_(33).0009en_US
dc.identifier.journal文化研究zh_TW
dc.identifier.journalRouter: A Journal of Cultural Studiesen_US
dc.citation.issue33en_US
dc.citation.spage237en_US
dc.citation.epage284en_US
Appears in Collections:Router: A Journal of Cultural Studies


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