課程資訊
課程名稱
數位遊戲研究專題
SPECIAL TOPICS: DIGITAL GAMES STUDIES 
開課學期
98-2 
授課對象
社會科學院  社會學研究所  
授課教師
林鶴玲 
課號
Soc7116 
課程識別碼
325 M7730 
班次
 
學分
全/半年
半年 
必/選修
選修 
上課時間
星期四2,3,4(9:10~12:10) 
上課地點
社110 
備註
限碩士班以上
總人數上限:15人
外系人數限制:8人 
Ceiba 課程網頁
http://ceiba.ntu.edu.tw/982digitalgames 
課程簡介影片
 
核心能力關聯
核心能力與課程規劃關聯圖
課程大綱
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課程概述

不同時代中社會所經歷的重大變遷一直是社會學所關注的核心議題之一。相對於所謂的「傳統社會」,當代社會一個重要的變化是休閒娛樂在人們生活中的重要性日益增加;數位遊戲以凌越傳統娛樂傳媒之勢成為全球新興產業、數位遊戲人口日益多樣化與成人化、數位遊戲成為新的文化形式、社會互動管道與經濟活動。然而,相對於數位娛樂傳媒的重要社會影響力,數位遊戲與遊戲科技在主流學術研究傳統中的地位仍然相當邊緣。在傳統社會學中,相對於工作、經濟資源分配與不平等議題,遊戲似乎是「不具生產意義的」;相對於社會運動與集體行為這類議題,遊戲似乎是「不具有深遠影響與後果的」;相對於社會互動、社會網絡與社會組織的研究,數位遊戲活動乍看之下似乎是「孤絕的個人面對電腦/遊戲機進行的非社會性活動」。在科技與社會(Science, Technology and Society)的研究傳統裡,醫療與國防科技等嚴肅科技(serious technology)受到的重視也遠甚於電玩等歡樂科技(fun technology)。數位遊戲相關研究在社會學領域裡也多半出現在電玩上癮作為偏差行為以及童年社會學裡。 

課程目標
這門課希望能透過近年來蓬勃發展的數位遊戲研究成果,主要從社會學與文化研究的角度來呈現數位娛樂科技的多面向時代意義及其對豐富、更新社會學所具有的意涵;在學術研究文獻的閱讀與本地經驗的交換分享裡,看見前述種種「似乎」的似是實非。本課具體的探討課題將包括:玩(play)與遊戲(game)在社會文化中的重要意義、遊戲之「樂」從何而來?數位遊戲與傳統遊戲的關連與獨特性、不同遊戲平台中的「現身」(presence)對個人認同和社會互動型態的影響、數位遊戲的產製、行銷與消費過程所形成的全球化新模式及其意義,數位遊戲與性別社會建構之間的關係、遊戲進行的社會脈絡如何影響遊戲行為與經驗?數位遊戲社群中的社會互動、數位遊戲所創造出來的新工作型態、虛擬經濟與遊戲商品化現象、全球化對數位遊戲文化的影響、遊戲公司與政府對遊戲社群與遊戲行為的治理和管控,以及數位遊戲之社會影響的主要爭議等面向,同時並將探索目前主要的遊戲研究理論取徑。
 
課程要求
本課基本要求有幾項:
(1) 按時完成指定閱讀內容並參與課堂討論 (40%)。
(2) 每位同學負責1週之導讀討論 (20%)。導讀的工作主要包括:將本週指定閱讀之文章主要觀點整理為檔案(或Powerpoint檔),嘗試找出可以呼應、對話、反駁該週所讀內容之遊戲/遊戲經驗以及理論意義,也可以嘗試將該週閱讀文章放在之前課程中所閱讀的文獻脈絡中理解彼此的關係,如果你想的話(不是必要的),還可以補充其他的文獻來討論該週主題。請於負責週別繳交一份書面導讀備忘錄(字數不拘)。
(3) 學期報告的期中進度分享──在前半學期中,我們在閱讀國外遊戲研究文獻的同時,也希望同學能一面嘗試用遊戲研究與理論閱讀中所學到的觀點開始觀察數位遊戲與遊戲之社會互動、經濟行為與文化意涵,或是用新的眼光重新思考、檢視原有的遊戲經驗,並試圖將之發展為一篇期末報告。我們將在期中(4/29),請修課同學就初步草擬的期末報告的研究問題、研究意識與基本研究設計等面向,交換彼此想法、討論遭遇的障礙與可能的修正方向。
(4) 期末報告(40%)──一篇以數位遊戲相關主題進行之分析。最後一週將在課堂做口頭報告,並同時繳交書面報告(以不超過7000字為度)。
 
預期每週課後學習時數
 
Office Hours
 
指定閱讀
■T. L. Taylor. (2006) Play Between Worlds: Exploring Online Game Culture. Cambridge MA: MIT Press.
■Jason Rutter & Jo Bryce (eds.) (2006) Understanding Digital Games. London: Sage.
■Mark J. P. Wolf & Bernard Perron (eds.) 2003. The Video Game Theory Reader. New York: Routledge.
■Roger Caillois. (2001 [1958]) Man, Play and Games. Urbana: University of Illinois.
 
參考書目
■McKenzie Wark. (2007) Gamer Theory. Cambridge, MA: Harvard University Press.
■Janet H. Murray. (1997) Hamlet on the Holodeck. NY: Free Press.
■Brian Sutton-Smith. (1997) The Ambiguity of Play. Cambridge, MA: Harvard University Press.
■Jesper Juul. (2005) Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.
■Katie Salen & Eric Zimmerman. (2004) The Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press.
■Justine Cassell and Henry Jenkins. (1998) From Barbie to Mortal Combat. Cambridge MA: MIT Press.
■Suzanne de Castell and Jennifer Jenson (eds.) (2007) Worlds in Play: International Perspectives on Digital Games Research. New York: Peter Lang Publishing.
(指定文章如網路上有提供全文者,課程網頁中會提供連結,請自行上網閱讀,不收入讀本) 
評量方式
(僅供參考)
   
課程進度
週次
日期
單元主題
第1週
2/25  <b>課程介紹 -- 電腦遊戲發展與遊戲研究 </b> 
第2週
3/04  <b>Games, Computer Games & Ludology 電腦遊戲與遊戲學</b><p>
*Johan Huizinga. Homo Ludens: A Study of the Play-Element in Culture. Chapter 1: Nature and significance of Play as a Cultural Phenomenon. (pp. 1~27) [讀本]<p>
*Caillois, Man, Play and Games. Chapter 1~3 “The Definition of Play”, “The Classification of Games”, “The Social Function of Games” (pp. 9~41) [讀本]<p>
--------------------- Optional -------------------------- <p>
*Sutton-Smith, The Ambiguity of Play. Chap. 1 "Play and Ambiguity" pp. 1~17. (Good, what is play? 7 rhetorics)[讀本]<p>
參考閱讀:<p>
*Gonzalo, "Simulation Versus Narrative: Introduction to Ludology" (The Video Game Theory Reader) <p>
*Salen & Zimmerman. Rules of Play. Chap. 12 "Rules on Three Levels" pp. 127~137
 
第3週
3/11  <b>Digital Gameness & Fun</b> <p>
*Alison McMahon, "Immersion, Engagement, and Presence: A Method for Analyzing 3-D Video Games" (The Video Game Theory Reader) [讀本]<p>
*Computer Games: Text, Narrative and Play. Chapter 13: Doing Game Analysis (pp.179~190). [讀本]<p>
*Marc Prensky. (2005) “Computer Games and Learning: Digital Game-Based Learning,” pp. 97~101 (主要讀’Ten Ways Digital Natives Are Different’一節), in Joost Raessens and Jeffrey Goldstain ed., Handbook of Computer Games Studies. The MIT press.[讀本]<p>

參考閱讀:<p>
*Jesper Juul. Half-Real. Chapter 2 "Video Games and the Classic Game Model" pp.23~54. (Good, basic definitions of game)<p>
*Janet Murray, Chap. 4~6: "Immersion","Agency","Transformation" in Hamlet on the Holodeck.<p>
*Richard Bartle, "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs"<a href=http://www.mud.co.uk/richard/hcds.htm target=_blank> 下載</a><p>
*Computer and video game genres, <a href=http://en.wikipedia.org/wiki/Computer_and_video_game_genres target=_blank> 下載</a><p>
*Sherry Turkle, 虛擬化身,第二章「補綴的勝利」中之「遊戲:模擬及其不滿」小節。
 
第4週
3/18  <b>Theories (I): Literary Theory and Film Studies</b><p>
*Understanding Digital Games. Chapter 6: Literary Theory and Digital Games (pp. 95~110).<br>[讀本]<p>
*UDG. Chapter 7: Film Studies and Digital Games (pp. 112~127).[讀本]
 
第5週
3/25  <b>Theories (II): New Media Studies and Cultural Studies</b><p>
*Understanding Digital Games. Chapter 8: Digital Games as New Media (pp. 129~145)[讀本];<p>
*UDG. Chapter 9: Digital Games and Cultural Studies (pp. 148~163);[讀本] <p>
*UDG. Chapter 10: Community, Identity & Digital Games (pp. 166~180).[讀本]<p>
參考閱讀:<p>
*Aphra Kerr, Julian K&#252;cklich, & Pat Brereton. (2006) “New media—new pleasure?” International Journl of Cultural Studies, 9(1): 63~82. [圖書館可下載]<p>
*Andrew Burn, Computer Games: Text, Narrative and Play. Chapter 9: Playing Roles
 
第6週
4/01  <b>Theories (III): Goffman & Social Interaction</b><p>
*Goffman (1961) “Fun in Games,”pp. 66~81 from Encounters: Two Studies in the Sociology of Interaction. (讀本收錄為The Goffman Reader之版本)[讀本]<p>
*D.K. Davis & S.J. Baran. (1981) Masscommunication and Everyday Life. 蘇蘅譯 (1993)《大眾傳播與日常生活:理論和效果的透視》第五章:大眾娛樂與日常生活。台北:遠流出版。[讀本]<p>
*Bart Simon (2006). “Never Playing Alone: The Social Contextures of Digital Gaming,” Proceedings of CGSA 2006 Symposium. <a href=http://journals.sfu.ca/loading/index.php/loading/article/viewArticle/20 target=_blank> 下載 </a> <br> 
第7週
4/08  <b>春假週:期末報告主題規劃討論+數位遊戲類型經驗分享</b> 
第8週
4/15  <b>Body, Representation and Identity</b>
<p>
*Helen Kennedy, 2002, "Lara Croft: Feminist Icon or Cyberbimbo: On the limits of Textual Analysis" Game Studies 2 (2). <a href=http://www.gamestudies.org/0202/kennedy/ target=_blank> 下載 </a><p>
*T.L. Taylor, 2003, "Intentional Bodies: Virtual Environments and the Designers Who Shape Them," International Journal of Engineering Education, Vol.19, No.1, pp. 25-34. 10 <a href=http://tltaylor.com/2009/07/intentional-bodies-virtual-environments-and-the-designers-who-shape-them/ target=_blank> 下載</a><p>
*Mia Consalvo, "Hot Dates and Fairly-Tale Romance: Studying Sexuality in Video Games" (The Video Game Theory Reader) [讀本]<p>
參考閱讀:<p>
*Miroslaw Filiciak, "Hyperidentities: Postmodern Identity Patterns in Massively Multiplayer Online Role-Playing Games" (The Video Game Theory Reader) <p>
*Martti Lahti, "As We Become Machines: Corporealized Pleasures in Video Games" (The Video Game Theory Reader)
 
第9週
4/22  <b>Social Interaction in Online Games 遊戲中的社會互動</b><p>
*Taylor, Play Between Worlds, chapter 1: Finding New Worlds (pp. 1~19). <p>
*PBW, chapter 2 "Gaming Lifeworlds: Social Play in Persistent Environments" (pp. 21~65). <p>
參考閱讀:<p>
*Sun Chuen-Tsai, Holin Lin, and Chheng-Hong Ho. (2006) "Sharing Tips with Strangers: Exploiting Gift Culture in Computer Gaming" CyberPsychology & Behavior, 9 (5): 560-570.<p>
*Andrew Burn & Diane Carr, Computer Games: Text, Narrative and Play. Chapter 8: Motivation and Online Gaming.<p>
*Jakobsson & Taylor, "Sopranos Meets EQ" Ezine, vol. 17, issue 8.
 
第10週
4/29  <b>期末報告之期中進度報告</b> 
第11週
5/06  <b>Deviant Players 遊戲中的偏差行為</b><p>
*Julian Kuecklich, "Other Playings: Cheating in Computer Games", paper presented in the Other Players Conference, Center for Computer Games Research, IT University of Copenhagen, Denmark, 6-8 December 2004.[讀本]<p>
*Mia Consalvo. (2007) Cheating: Gaining Advantage in Videogames. Chapter 4: Gaining Advantage: How Videogame Players Define and Negotiate Cheating, (pp.83~105); chapter 6: Busting Punks and Policing Players: The Anticheating Industry, (pp.129~148). [讀本]<p>
參考閱讀:<p>
*Holin Lin and Chuen-Tsai Sun. (2007) “White-eyed’ and ‘Grifer’ Player Culture: Grief Play and Deviance Construction in MMORPGs,” Worlds in Play (pp.103~114).<p>
*Salen & Zimmerman. Rules of Play. Chapter 21 "Breaking the Rules" (pp.266~285).[新刪]
 
第12週
5/13  <b>Player Governance 玩家治理</b><p>
*Edward Castronova, 2003, "The Right to Play".<a href=http://www.nyls.edu/user_files/1/2/23/144/216/217/218/castronova.pdf target=_blank> 下載 </a> <p>
*Taylor, Play Between Worlds, chapter 5 "Whose Game is this Anyway?"
<p>
參考閱讀:<p>
*現象:Wired 14.04 Global Gaming Crackdown<a href=http://www.wired.com/wired/archive/14.04/law.html target=_blank> 下載 </a> <p>
*Morris, "Co-Creative Media: Online Multiplayer Computer Game Culture" <a href=http://www.scan.net.au/scan/journal/display.php?journal_id=16 target=_blank> 下載 </a> <p>
*Koster, "Declaring the Rights of Players" <a href=http://www.raphkoster.com/gaming/playerrights.shtml target=_blank> 下載</a>

 
第13週
5/20  <b>Social Context of Gaming</b><p>
*Henry Jenkins, 1998. " Complete Freedom of Movement: Video Games as Gendered Play Spaces" in From Barbie to Mortal Combat. 本文有中譯但不建議使用。蕭可斑譯 (2007). 《WOW效應:流行文化如何抓得住你》第8章「電玩遊戲作為性別化的遊戲空間」。貓頭鷹出版。[讀本]<p>
*Flynn B. (2003) "Geography of the Digital Hearth" Information, Communication and Society, 6(4, December): 551-576. [讀本]<p>
*Lin, Holin (2008) “Body, Space and Gendered Gaming Experiences: A Cultural Geography of Homes, Cybercafes and Dormitories,” pp. 54~67 in Yasmin B. Kafai, Jill Denner, Carrie Hector and Jen Sun (eds.), Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Computer Games. Cambridge, MA: The MIT Press.[讀本]<p>
參考閱讀: <p>
*現象:Wired 10.08 "The Bandwidth Capital of the World" <a href= http://www.wired.com/wired/archive/10.08/korea.html target=_blank> 下載 </a> <p>
*Flynn, "Video Games and the New Look Domesticity"
 
第14週
5/27  <b>Globalization and Game Culture</b><p>
*Hector Postigo, 2003, "From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work" Information, Communication & Society 6(4): 593~607. [讀本]<p>
*Consalvo, "Console Video Games and Global Corporations: Creating a Hybrid Culture," New Media & Society 8 (1): 117~137. <a href= http://nms.sagepub.com/cgi/reprint/8/1/117 target=_blank> 下載</a><p>
參考閱讀:<p>
*Gareth Schott, Computer Games: Text, Narrative and Play. Chapter 10: Agency in and around Play (pp.133~148)<p>
*Ellen Seiter, 2005. "Virtual Pets: Devouring the Children's Market" in The Internet Playground. New York: Peter Lang.
 
第15週
6/03  <b>Virtual Economy & Commercialization of Game </b><p>
*Richard Bartle, “Pitfalls of Virtual Property”<a href=http://www.themis-group.com/uploads/Pitfalls%20of%20Virtual%20Property.pdf target=_blank> 下載 </a><p>
*Lin, Holin and Chuen-Tsai Sun. (2007) “Cash Trade Within the Magic Circle: Free-to-Play Game Challenges and Massively Multiplayer Online Game Player Responses." Proceedings of the Digital Games Research Association (DiGRA) 2007 International Conference: Situated Play, pp. 335~343.
<a href=http://www.digra.org/dl/db/07312.38207.pdf target=_blank target=_blank> 下載 </a><p>
*Nick Yee, 2006. “The Labor of Fun” Games and Culture 1(1): 68~71. <a href=http://www.nickyee.com/daedalus/archives/print/001500.php target=blank> 下載 </a><p>
參考閱讀:<p>
*現象:Wired 14.04 "Product Placement to Die For" <a href=http://www.wired.com/wired/archive/14.04/gads.html target=_blank> 下載 </a><p>
"Geekonomics" <a href=http://www.wired.com/wired/archive/14.04/gecon.html target=_blank> 下載 </a><p>
"3BR w/VU of Asteroid Belt" <a href=http://www.wired.com/wired/archive/14.04/station.html target=_blank> 下載</a><p>
*Edward Castronova, "Virtual Worlds: A First-hand Account of Market and Society on the Cyberian Frontier" <a href=http://papers.ssrn.com/sol3/papers.cfm?abstract_id=294828#PaperDownload target=_blank> 下載 </a><p>
*Edward Castronova. (2007) Exodus to the Virtual World: How Online Fun is Changing Reality. Chapter 8: The Fun Economy, pp. 137~158.
 
第16週
6/10  <b>Gender & Gaming</b><p>
*Taylor, Play Between Worlds, Chapter 4 "Where the Women Are"<p>
*Diane Carr. (2006). “Games and Gender” pp.162~178, in Computer Games: Text, Narrative and Play.[讀本]<p>
參考閱讀:<p>
*Kerr, "Women Just Want to Have Fun" in Copier, M, and Raessens, J. (Eds) Level Up, proceedings from the 1st international conference of the Digital Games Research. <p>
*J. Bryce and J. Rutter, 2003, "The Gendering of Computer Gaming: Experience and Space" in Leisure Cultures: Investigations in Sport, Media and Technology, Scott Fleming (ed.), Leisure Studies Association. pp. 3~22.
 
第17週
6/17  <b>期末課堂報告</b> 
第18週
6/22  <b>繳交書面報告</b>