| 研究生: |
于悅 Yu, Yue |
|---|---|
| 論文名稱: |
在中國多元性別氣質的社會背景下遊戲玩家在遊戲中的性別身份塑造與流動 The gender identity shaping and fluidity of players in video games under the diverse gender expression trend in China |
| 指導教授: |
高如妃
Gao, Ru-Fei |
| 學位類別: |
碩士 Master |
| 系所名稱: |
規劃與設計學院 - 創意產業設計研究所 Institute of Creative Industries Design |
| 論文出版年: | 2019 |
| 畢業學年度: | 107 |
| 語文別: | 英文 |
| 論文頁數: | 129 |
| 中文關鍵詞: | 遊戲 、性別 、性別氣質 、遊戲角色 、遊戲競爭性 、身份認同 、能力知覺 |
| 外文關鍵詞: | game, gender expression, avatar, game competitiveness, identification, perceived competence |
| 相關次數: | 點閱:178 下載:6 |
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中國社會正經歷著前所未有的多元化性別氣質的浪潮,與此同時智慧手機用戶的蓬勃發展以及移動基礎設施和硬體的不斷完善使得電子遊戲尤其是手機遊戲已經成為中國民眾文化生活中的重要組成部分。由於玩家在遊戲的虛擬世界中能與現實身份進行分離,並且還能自由地進行身份的塑造,電子遊戲逐漸成為多元化性別表達的重要空間。在當下中國最為流行的手機遊戲《王者榮耀》的玩家群體中,女性玩家的數量甚至已經超越了男性玩家的數量,儘管之前關於遊戲性別差異的研究表明男性玩家比女性玩家更願意玩類似《王者榮耀》的競技類遊戲。與之形成對比的是,《戀與製作人》這款專門為女性玩家設計,讓她們可以在遊戲中與四個帥氣的男性約會的傳統女性向遊戲也吸引了一部分男性玩家。由此我們可以發現,性別氣質多樣化浪潮下的中國新一代遊戲玩家似乎正在遊戲虛擬空間中重新塑造他們的性別和身份。於是,本研究通過兩項子研究來探究在中國多元性別氣質的社會背景下遊戲玩家在遊戲中的性別身份塑造與流動。研究1旨在調查在不同遊戲競爭性情況下,不同性別特點(包括生理性別與性別氣質)的玩家對於遊戲角色的性別選擇。研究2旨在探究在不同遊戲競爭性情況下,當在遊戲中化身為不同性別氣質的角色時,玩家的性別身份會如何進行流動與變化,其相應的身份認同與能力知覺又會如何被影響。
Chinese society is experiencing an unprecedented wave of diverse gender expressions. And thanks to the blossom of smartphone users and improved mobile infrastructure and hardware, video game especially mobile game has become a significant part of Chinese cultural life. Considering the separation of game world from the identity in reality, video games are also becoming important virtual space for diverse gender expressions. It is surprising to find that the proportion of female players of Arena of Valor is as high as 54%, although according to previous researches about gender difference in game, male players are more willing to play competitive games like MOBA game than female players. At the same time, Love and Producer, a game in which players can date four handsome men acting as a TV producer, which is widely regarded as a game for young girls, also attract a few male players. The new Chinese generation with diverse gender expressions seem re-shape their gender and identity in video games.
This research conducted two studies to explore how the new Chinese generation with diverse gender expressions shape their gender identity in video games. Study 1 is to explore the gender preference of avatars in games with different competitiveness levels among players with various gender expression, taking sex and gender expression as user prerequisites, game competitiveness as a media prerequisite, to probe into avatar gender shaping of different game players. Study 2 is to investigate how will the gender identity cognition and perceived competence change when acting as avatars with different gender expressions in games with different competitiveness levels, taking sex and gender expression as independent variables, avatar gender and game competitiveness as moderators, to investigate the corresponding perceived gender expression change (which is defined as gender expression discrepancy), avatar identification and perceived competence.
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