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篇名
MMORPG遊戲管理與機制設計與玩家階層關係研究——以魔獸世界為例
並列篇名
Research on MMORPG Games Management, Development, and Player Hierarchies: A Case Study of World of Warcraft
中文摘要
遊戲是一種文化展現與起源的方式之一,除了兼具娛樂與休閒的功能外,更是一個反映並影響現實社會結構和關係的場域。Huizinga(1938)指出,遊戲具有競爭性和對立性,能夠孕育並形塑文化。遊戲的核心特徵包括秩序和規則,這些特徵在線上遊戲中尤為明顯。隨著數位遊戲產業的迅速發展,大型多人線上角色扮演遊戲(MMORPG)中,除了提供玩家暢玩遊戲的虛擬空間外,玩家之間更是將其塑造為一個小型的虛擬社會,本研究鎖定的案例「魔獸世界」亦不例外。本文採參與式觀察與文獻分析,並援用Bourdieu的場域觀點與文化菱形作為分析理論依據,聚焦於遊戲管理、機制設計、玩家階層的三者交互的連動關係。
首先,遊戲管理。研究發現,若在錯誤修補節奏、商業運作與社群文化回應上欠缺積極作為,將影響公平感、參與意願與忠誠度;跨國玩家共場亦帶來溝通與治理的負擔。管理面的決策據此設定了參與的外部條件與秩序。其次,機制設計。在副本與任務的循環中,重複性機制易導致倦怠與排除效應,資深玩家傾向追求效率,新手進入與進階受限;虛擬經濟(交易、拍賣行、貨幣取得與消費)亦需審慎規畫,以避免通膨與市場失衡,維持參與動機與體驗品質。最後,玩家階層。階層主要由裝備等級、遊戲經驗與社會資本所構成,裝備與成就等象徵資本可轉化為場域中的影響力;同時,工作室與外部交易加劇資源分配不均,進一步強化固化現象。
綜合而論,管理決定外部治理與溝通框架,機制形塑參與與進階路徑,階層則作為前二者在場域中的結果。本文主張,網路遊戲營運需同時回應虛擬場域與現實社會的連動,並將觀察回饋至後續的內容開發、設計與治理,以延長生命週期並維持「遊戲」之為遊戲的意義。最後,本文在此僅先引出三者的初步關聯,後續研究可分別就遊戲的管理/治理、機制設計與玩家階層動態各自展開更細緻的討論與追蹤。
英文摘要
Games are one mode through which culture is expressed and originates. Beyond leisure and entertainment, games constitute a field that both reflects and shapes real-world social structures and relations. As Huizinga (1938) noted, play involves competition and opposition and can nurture and shape culture. The core features of play—order and rules—are especially evident in online games. With the rapid growth of the digital games industry, Massively Multiplayer Online Role-Playing Games (MMORPGs) not only provide virtual spaces for play but are also molded by players into small-scale virtual societies; World of Warcraft, the case examined in this study, is no exception. Drawing on participant observation and literature analysis, and using Bourdieu's field perspective and the cultural diamond as the analytical basis, this paper focuses on the interconnected dynamics among game management, mechanism design, and player stratification.
First, game management. The study finds that insufficiently proactive responses in bug-fixing cadence, commercial operations, and engagement with community culture undermine perceptions of fairness, willingness to participate, and loyalty; the co-presence of cross-national players also increases the burdens of communication and governance. Management decisions thus set the external conditions and order of participation. Second, mechanism design. In the cycles of dungeons and quests, repetitive mechanics tend to generate fatigue and exclusion; veteran players gravitate toward efficiency, while newcomers face barriers to entry and advancement. The virtual economy (trading, auction houses, currency acquisition and spending) likewise requires careful planning to avoid inflation and market imbalance, thereby sustaining motivation and experience quality. Finally, player stratification. Stratification is primarily constituted by gear level, gameplay experience, and social capital; gear and achievements, as forms of symbolic capital, can be converted into status and influence within the field. Meanwhile, boosting services and external transactions exacerbate unequal resource distribution and further entrench stratification.
Taken together, management defines the external framework of governance and communication; mechanisms shape the paths of participation and progression; and stratification manifests as the social outcome of their interaction within the field. This paper argues that online-game operations must respond to the linkage between virtual fields and real society, and feed these observations back into subsequent content development, design, and governance in order to extend the life cycle and preserve the meaning of “game” as game. Finally, this paper sets out only the preliminary connections among the three; future research can pursue more fine-grained analyses and longitudinal tracking of game management/governance, mechanism design, and the dynamics of player stratification, respectively.
起訖頁 19-47
關鍵詞 MMORPG遊戲玩家階層副本機制遊戲管理象徵資本MMORPGsplayer stratificationdungeon mechanicsgame managementsymbolic capital
刊名 泛二次元研究  
期數 202506 (5期)
出版單位 台灣泛二次元研究學會
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